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House Rules

1.) Throwing weapons take the strength of the unit throwing it for damage
2.) For standard Elf/Human starting defense is 3, for a dwarf it is 4. With armor altering that.
Armor +1, Heavy Armor +2, and Dwarven Armor +2.(Though it weighs like regular armor and
doesnt not give penalties for terrain). A shield then gives an additional +1. Heroes, and
special units usually have a standard defense of 4 or 5 before armor. Mithril armor upgrades
defense by 3.
3.) When advancing heroes in battle companies you may refuse to have a unit upgrade into a hero.
If this happens you lose all the units experience. The only reason to do this is to try and get the
unit promoted before you upgrade it.
4.) Rangers only count .5 toward the bow limit. So when you totally your bows to equal 33% a
Ranger only counts as .5 So two rangers equal 1.
5.) If a unit is wearing heavy armor and is knocked down they get -1 to their rolls when trying to
stand up.
6.) Anytime normal orcs/Goblins are fighting in the daylight, they get -1 to all their to win fights.

Army Rules
Army rules is what armies and heroes can be used together. For the most part armies need to
stay within theme with only a few heroes going back in forth
Good Heroes
Hero

Gondor

Rohan

Aragorn,
Strider

Aragorn,
King

Beorn

Dwarven

Elf
Havens

Wooden
Realms

X(Erebor
only)

Free People

Dalelands

X(Mirkwood X(Beorning X
only)
Only)

Evil Heroes
Hero

Mordor

Isengard

Misty
Angmar Rhun
Mountains

Haradrim

Umbar

Dunlending

Equipment & Charts


Missile Chart
Weapon

Range

Strength

Move Penalty

Short Bow

18

Half

Bow

24

Half

Longbow

24

Half

Orc Bow

16

Half

Elf Bow

24

Half

Dwarf Bow

18

Half

Uruk-Hai Crossbow

18

All

1
2
3
4
5
6
7
8
9
10

1
4
4
3
3
3
3
3
2
2
2

2
5
4
4
3
3
3
3
3
2
2

3
5
5
4
4
3
3
3
3
3
2

Would Chart
Defense Top
4
5
6
6
5
6
5
5
4
5
4
4
3
4
3
3
3
3
3
3
3
3
Strength - Left

6
6/4
6
6
5
5
4
4
3
3
3

7
6/5
6/4
6
6
5
5
4
4
3
3

8
6/6
6/5
6/4
6
6
5
5
4
4
3

9
6/6
6/5
6/4
6
6
5
5
4
4

10
6/6
6/5
6/4
6
6
5
5
4

Weapons
Hand Weapon: Sword, Axe, Club, mace, etc these weapons are the basic weapons someone uses to attack another person.
Two-handed Weapons: These weapons are battle-axes, and two-handed swords. They get -1 to win a fight, but get +1
when trying to wound.
Elven Blade: This blade can be used both as a two-handed sword, or a one handed weapon. Though it cannot be wielded as
a two-handed weapon if also wielding a shield.
Blades of Gondolin: Blades of Gondolin are powerful blades infused with ancient power of the elves and that last kingdom.
Any hero or unit wielding a blade from Gondolin increases their strength by 1, whenever trying to strike a wound with that
weapon.
Noldorin Daggers: Throwing daggers that are allowed to re-roll any failed to would when using this weapon as a
throwing weapon.
Poison Weapons: Weapons that are poisoned re-roll any die that comes up as a 1, when re-rolling to wound
Bane of Kings Poison: Anytime a weapon with this poison fails to wound, they must re-roll all their attacks. Though their
second results must be taken.
Legendary Weapon: Legendary weapons usually grant the benefit of +1 to wound, and remove the penalty of -1 to hit(If
that weapon is a two-handed weapon).
Great Weapons: Great weapons as usually named and forged in combat by their use. They give the unit the ability to re-roll
one attack, when determining who wins a combat.
Master crafted Numenorean Blades: A mighty blade that never needs more than a 5+ to wound, no matter the foe or
creature.

Armor
Armor: Chainmail, Leather, and Half plate. This provides someone +1 to their defense
Heavy Armor: Plate mail and heavy armor, this gives the unit a plus +2 to their defense, and when knocked down they get
a -1 to their roll to get back up.
Dwarven Armor: Made by master smiths, Dwarven armor provides +2 to a units defense yet at the same time when rolling
in times of climbing, swimming, or terrain aspects it is considered armor not heavy. There is no penalty to stand up either.
Mithril Armor: A legendary armor that is incredibly lightweight, and adds +3 to a units Defense. Also when rolling in
climbing, swimming, or other terrain attempts one is considered to not be wearing an armor. There is no penalty to stand
up.
Armor of Gondolin: Armor of long past, but any unit wearing Armor of Gondolin gain +2 to their defense value and gives
them the Resistant to Magic special rule. It does not have a penalty to get back up.
Elven Cloak: If a unit is wearing an Elven cloak and has partial cover they cannot be targeted by any unit beyond 6. Either
with magic or any other attacks.

Wargear and Horses


Normal House: 10
Pureblood: 12
Mearas: 12, grants hero a heroic movement every round.

Magic of Middle Earth

Elven Realms
Elven Havens
Heroes
Gil-galad, High King of the Noldor Point Value: 140
F
S
D
A
W
C
M/W/F
9/3+
4
7
3
3
7
3/ 3/ 1
Wargear:
Gil-galad wears Heavy armor, and wields the mighty spear Aeglos

Elrond, Master of Rivendell


F
S
D
A
W
C
M/W/F
6/3+
4
7
3
3
7
3/ 6/ 3
Wargear:
Elrond wears heavy armor, wields an Elven Blade, and carries the
Ring Vilya.

Aeglos: The magical spear Aeglos does not follow the normal rules
for spears, but instead it confers Gil-galad +1 to his roll on the
Vilya: Thanks to the power of Vilya, Elrond can re-roll fate points.
Wound chart.
Special Rules:
Special Rules:
Lineage of the Firstborn: This Elf Lord is descended from the
Lineage of the Firstborn: This Elf Lord is descended from the
mightiest of Elvenkind, his power almost beyond reckoning, his
mightiest of Elvenkind, his power almost beyond reckoning, his
appearance enough to strike Terror in the heart of all evil creatures.
appearance enough to strike Terror in the heart of all evil creatures. Woodland Creature: Elves are perfectly in tune with nature and
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
An Elf can move 6" in any wooded area classed as difficult terrain, and in addition they are not automatically trapped when defeated
and in addition they are not automatically trapped when defeated
woods.
woods.
Foresight of the Eldar: Before the game begins, roll a D6 and
High King of the Elves: Such is Gil-galad's awesome presence on make a note of the result -- these are Elrond's 'foresight points' for
the battlefield, that the range of his "Stand Fast" rule is 12" instead the coming battle. Elrond may spend these foresight points during
of 6".
the priority phase after both players have rolled. Each foresight
point used Elrond may alter the priority roll by +1 or -1.
Magical Powers:
Wrath of Bruinen: An area of effect spell, that only one enemy is
able to resist. If failed to resist all units in the area are effected. All
units within 6 of the caster are knocked to the ground, and
Calvary models are thrown from their house and both are knocked
to the ground. If Elrond uses this any kind of wraith unit they are
automatically slain. To Use +3.
Renew. The caster restores a lost wound to one friendly model.
Elrond considers the entire map in range for this ability
To use 3+.
Glorfindel, Lord of the West
Point Value: 140
F
S
D
A
W
C
M/W/F
7/4
7
3
3
7
3/ 3/ 3
Wargear:
Glorfindel, Lord of the West wears armor of Gondolin and carries
an Elven Blade.
Asfaloth.............................10pts

Erestor, Chief Counselor of Elrond Point Value: 75


F
S
D
A
W
C
M/W/F
6/3+
4
7
2
2
5
1/ 1/ 3
Wargear:
Erestor carries an Elven Blade, wears heavy armor, and also carries
keenly crafted Noldorin Throwing daggers.
Elven Cloak............................10pts

Armor of Gondolin: An artifact of times long past, the armor of


Gondolin offers the wear some protection against magical powers.
Glorfindel is considered Resistant to Magic

Noldorin Daggers: Using these throwing daggers, Erestor is able


to target weak spots on his foes. Erestor may re-roll any failed 'to
wound" roll made when throwing the daggers. In combat they are
just regular hand weapons though.

Special Rules:
Lineage of the Firstborn: This Elf Lord is descended from the
mightiest of Elvenkind, his power almost beyond reckoning, his
appearance enough to strike Terror in the heart of all evil creatures
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,

Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.

and in addition they are not automatically trapped when defeated


woods.
Elladan, Son of Elrond
F
S
D
A
W
C
6/3+
4
5
2
2
6
Wargear:
Elladan wears armor, and carries two Elven Blades.
Heavy Armor.............................5pts
Elven Cloak..............................10pts
Horse........................................10pts
Elf Bow.....................................5pts

M/W/F
3/ 2/ 2

Elrohir, Son of Elrond


F
S
D
A
W
C
6/3+
4
5
2
2
6
Wargear:
Elrohir wears armor, and carries two Elven Blades.
Heavy Armor.............................5pts
Elven Cloak..............................10pts
Horse........................................10pts
Elf Bow.....................................5pts

M/W/F
3/ 2/ 2

Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.
Twin Elven Blades: The twins are experts at fighting with two
swords. When fighting on foot the brothers may decide to fight in
one of three ways. A single sword(Two-handed weapon), or fight
with dual weapons(+1 attack) or using two weapons to
parry(counts as shielding)
Unbreakable bond: The twins of Elrond of an unbreakable bond.
If one is killed the other will be driven mad my grief. The surviving
one's strength is increased to 5, and their defense is reduced to 4.
The survivor always passes courage test and must do everything he
can to charge the model that killed his brother as quickly as
possible. Once that model is killed, the surviving twin will charge
the closest visible enemy for the rest of the game.

Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods..
Twin Elven Blades The twins are experts at fighting with two
swords. When fighting on foot the brothers may decide to fight in
one of three ways. A single sword(Two-handed weapon), or fight
with dual weapons(+1 attack) or using two weapons to
parry(counts as shielding)
Unbreakable bond: The twins of Elrond of an unbreakable bond.
If one is killed the other will be driven mad my grief. The surviving
one's strength is increased to 5, and their defense is reduced to 4.
The survivor always passes courage test and must do everything he
can to charge the model that killed his brother as quickly as
possible. Once that model is killed, the surviving twin will charge
the closest visible enemy for the rest of the game.

Cirdan, Lord of the Grey Havens Point Value: 90


F
S
D
A
W
C
M/W/F
6/4
4
1
2
6
1/ 6/ 1
Wargear:
Cirdan is first and foremost a consular, and goes unarmed.

Arwen Evenstar, Daughter of Elrond Point Value: 60


F
S
D
A
W
C
M/W/F
6/3
3
1
2
6
1/ 3/ 3
Wargear:
Arwen carries only an Elven blade

Special Rules:
Lineage of the Firstborn: This Elf Lord is descended from the
mightiest of Elvenkind, his power almost beyond reckoning, his
appearance enough to strike Terror in the heart of all evil creatures
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.

Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.
Expert Rider.

Magical Powers:
Aura of Command: While this spell is in effect, all friendly
models within 6 of the caster will automatically pass any courage
tests they are compelled to take. Once cast, this power last for the
remainder of the game so long as the caster has at least 1 point of
Will remaining.
Cast Blinding Light: In darkness this spell illuminates an area of
12 and anyone within this area can be seen as if it were daylight.
Once cast the power last for the rest of the game so long as the
caster has at least 1 point of will remaining. Any archer that targets
the caster or anyone within 6 of the caster only hits on a 6
Aura of Dismay. This power can only be cast at the end of the
casters move. If successful any friendly models that end their
move within 6 of the caster counts as causing terror for the

Magical Powers:
Natures Wrath: An area of effect spell, that only one enemy is
able to resist. If failed to resist all units in the area are effected. All
units within 6 of the caster are knocked to the ground, and
Calvary models are thrown from their house and both are knocked
to the ground To use +4

remainder of the Move pass


Elven Captain of Rivendell Point Vale: 65
F
S
D
A
W
6/3+
4
4
2
2

C
6

M/W/F
2/ 1/ 1

Wargear:
An Elven Captain carries an Elven blade
Heavy Armor.........................10pts
Shield.....................................5pts
Elf Bow...................................5pts
Horse.....................................10pts
Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.

Warriors
Elf Warrior
Point Value: 7
F
S
D
A
W
C
5/3+
3
3
1
1
5
Wargear:
An Elf Warrior does not include any equipment.
Elven Blade..............................1pt
Spear........................................1pt
Elf Bow....................................2pts
Heavy Armor...........................2pts
Shield......................................1pt
Banner.....................................35pts

M/W/F

Special Rule:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.

Woodland Realms
Heroes
Galadriel, Lady of the Galadhrim Point Value: 250
F
S
D
A
W
C
M/W/F
7/3
4
3
3
7
3/6*/ 3
Wargear:
Galadriel wears armor, bears Nenya, and wields an Elven Blade.
Mirror of Galadriel.....................25pts

Celeborn, Lord of Lothlorien


Point Value: 140
F
S
D
A
W
C
M/W/F
6/3+
4
6
3
3
7
3/ 3/ 3
Wargear:
Celeborn wears heavy armor, and wields an Elven blade with a
shield.

Mirror of Galadriel: The visions in the mirror show change with


each person, but are always relevant and heavy with much portent.
The mirror is deployed within 6" of her at the start of the game -- it
may not subsequently move moved. At the end of each turn, one
Good Hero within 6" of the mirror may recover their fate to its
starting value.

Special Rules:
Lineage of the Firstborn: This Elf Lord is descended from the
mightiest of Elvenkind, his power almost beyond reckoning, his
appearance enough to strike Terror in the heart of all evil creatures.
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods..

Nenya: Thanks to the power of Nenya, Galadriel can re-roll her


dice when using fate points.
The Lady of Lothlorien: Galadriel may expend a single point of
Will each turn without depleting her own store.

Magical Powers:
Immobilize: The victim can do nothing further that turn, in combat
their fight value counts as 1, and rolls 1 dice regardless of how
Special Rules:
many attacks they have. If they win combat they cant wound,
Lineage of the Firstborn: This Elf Lord is descended from the
although they can still use might, will, and fate but cannot make
mightiest of Elvenkind, his power almost beyond reckoning, his
heroic actions. Lasts for the rest of the round
appearance enough to strike Terror in the heart of all evil creatures. Aura of Command: While this spell is in effect, all friendly
Woodland Creature: Elves are perfectly in tune with nature and
models within 6 of the caster will automatically pass any courage
therefor they never consider areas of wood to be difficult terrain.
tests they are compelled to take. Once cast, this power last for the
An Elf can move 6" in any wooded area classed as difficult terrain, remainder of the game so long as the caster has at least 1 point of
and in addition they are not automatically trapped when defeated
Will remaining.
woods.
Magical Powers:
Cast Blinding Light: In darkness this spell illuminates an area of
12 and anyone within this area can be seen as if it were daylight.
Once cast the power last for the rest of the game so long as the
caster has at least 1 point of will remaining. Any archer that targets
the caster or anyone within 6 of the caster only hits on a 6.
+2 roll to use.
Command: The victim can do nothing further as described in
Immobilize/Transfix, except that the caster can move the victim up
to half a move as soon as the power takes effect
+12, To use +3
Immobilize: The victim can do nothing further that turn, in combat
their fight value counts as 1, and rolls 1 dice regardless of how
many attacks they have. If they win combat they cant wound,
although they can still use might, will, and fate but cannot make
heroic actions. Lasts for the rest of the round
+12, To use +3
Renew: Galadriel is able to restore lost wounds to heroes in a 3
area. All units within 3 of the unit the spell is cast on recovers 1
wound.
To use +3
Woodland Wrath: Galadriel commands powerful forces of nature,
reflecting it to bend to her will and do her bidding. This power is
cast and effects all difficult terrain on the map. Any evil model that
enters difficult terrain suffers a strength 3 attack at the end of their
move. Once cast this power last until the end of the battle.
To use +4

Haldir, March Warden of Lothlorien Point Value: 70


F
S
D
A
W
C
M/W/F
6/3+
4
4
2
2
6
3/ 1/ 1
Wargear:
Haldir carries an Elven blade.
Elf Bow.........................5pts
Elven Cloak..................5pts
Armor..........................5pts

Rumil, Warden of Caras Galadhon Point Value: 70


F
S
D
A
W
C
6/3+
4
6
2
2
6
Wargear:
Rumil carries an Elven blade, a shield, and wears armor.

M/W/F
3/ 1/ 1

Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
Special Rules:
An Elf can move 6" in any wooded area classed as difficult terrain,
Woodland Creature: Elves are perfectly in tune with nature and
and in addition they are not automatically trapped when defeated
therefor they never consider areas of wood to be difficult terrain.
woods.
An Elf can move 6" in any wooded area classed as difficult terrain, Swift Parry: Rumil's deft swordplay allows him to counter the
and in addition they are not automatically trapped when defeated
attacks of his enemies. If an evil model in a fight with Rumil rolls
woods.
a 6, that dice must be immediately re-rolled.
Expert Shot: Haldir is allowed to shoot his bow twice in the Shoot
phase instead of once.
One Final Blow: If Haldir is slain in close combat, he immediately
makes a single Strength 4 hit on every enemy model that was part
of that fatal fight.
Galadhrim Captain
Point Value: 60
F
S
D
A
W
C
M/W/F
6/3+
4
5
2
2
6
2/1/1
Wargear:
An Galadhrim Captain wears armor, and carries an Elven blade.
Elf Bow.......................5pts
Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.

Warriors
Guards of the Galadhrim Point Value: 12
F
S
D
A
W
C
6/3+
3
5
1
1
6
Wargear:
A Galadhrim Guard wears heavy armor and carries pike.
Banner......................35pts

M/W/F

Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.
Fight Style: Guards of Caras Galadhon are deft and graceful.
They can wield their pikes with speed that others cannot match. In
addition to normal rules for pikes, the Guardians can use the rules
for shielding. If they are shielding they cannot be supported by
another model.

Galadhrim Warrior
F
S
D
A
W
C
M/W/F
5/3+
3
4
1
1
5
Wargear:
A Galadhrim warrior wears armor, and carries an Elven Blade.
Spear............................1pts
Shield...........................1pts
Elven Bow....................1pts
Banner.........................35pts
Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.

Elves of Mirkwood
Heroes
Thranduil, King of Mirkwood
Point Value: 90
F
S
D
A
W
C
M/W/F
6/2+
4
5
2
2
6
3/ 2/ 2
Wargear:
Thranduil wears armor, and an Elven Cloak. He carries an Elven
Blade, Elf Bow, and an Oaken Staff.
The Circlet of Kings: An Ancient heirloom of Thranduil's line,
this circle allows him to cast the Magical Power "Aura of Dismay"
once per game. This spell is automatically cast and no Will points
need to be expended.

Legolas, Prince of Mirkwood


Point Value: 90
F
S
D
A
W
C
6/3+
4
4
2
2
6
Wargear:
Legolas carries two short blades, and an Elf Bow.
Elven Cloak.............................10pts
Armor.......................................5pts
Horse.......................................10pts

M/W/F
3/ 2/ 3

Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
Special Rules:
An Elf can move 6" in any wooded area classed as difficult terrain,
Woodland Creature: Elves are perfectly in tune with nature and
and in addition they are not automatically trapped when defeated
therefor they never consider areas of wood to be difficult terrain.
woods.
An Elf can move 6" in any wooded area classed as difficult terrain, Deadly Shot: To reflect his prodigious skills at archery, Legolas is
and in addition they are not automatically trapped when defeated
allowed to shoot his bow three times in the Shoot phase instead of
woods.
just once. Alternatively, he can decide to fire just one arrow, and if
this is the case he will hit automatically, regardless of in the way or
if the target is in combat.
Wood Elf Captain
Point Value: 65
F
S
D
A
W
5/3+
4
4
2
2
Wargear:
The Wood Elf Captain has an Elven Blade.
Elf Bow.........................................5pts
Throwing Daggers.......................5pts
Wood Elf Spear.............................5pts
Elven Cloak..................................10pts

C
6

M/W/F
2/ 1/ 1

Wood Elf Spear: A model armed with a Wood Elf spear may
support a friendly model as normal. Alternatively, they can use
their spears to parry as if they were carrying a shield. Therefore a
model that carries Wood Elf spear may use the Shields rule.
Special Rules:
Woodland Creature: Elves are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.

Warriors
Wood Elf Sentinel
Point Value: 25
F
S
D
A
W
C
M/W/F
5/3+
3
3
2
1
5
Wargear:
The Wood Elf Sentinel carries a dagger, an Elf Bow, and wears an
Elven cloak.

Wood Elf Warrior


Point Value: 5
F
S
D
A
W
4/3+
3
3
1
1
Wargear:
A Wood elf carries a dagger
Elf Bow..............................2pts
Throwing Daggers.............2pts
Special Rules:
Wood Elf Spear...................1pt
Woodland Creature: Elves are perfectly in tune with nature and
Elven Cloak.......................5pts
therefor they never consider areas of wood to be difficult terrain.
Elven Blade........................1pt
An Elf can move 6" in any wooded area classed as difficult terrain, Banner...............................35pts
and in addition they are not automatically trapped when defeated
woods.
Special Rules:

C
5

M/W/F

Enchanting Song: A Sentinel may sing one song each turn. These
function exactly like Magical powers, except they are cast
automatically and cannot be resisted, and they do not require Will
to use.
The Hymn of Elbereth: Range 12". This song raises the spirits of
targeted model - it will automatically pass any courage tests for the
remainder of the turn.
Eldamar Madrigal: Range 12". The target model must pass a
Courage test or make a full move under the control of the Good
player, even if it has already moved. They can't enter into another'
model's control zone, or perform an action that would cause harm
to the target.
The Lay of Gondolin: This somber verse recalls the mighty Elf
City of Gondolin. If the Sentinel sings this song, he causes Terror
until the end of the turn.

Woodland Creature: Elves are perfectly in tune with nature and


therefor they never consider areas of wood to be difficult terrain.
An Elf can move 6" in any wooded area classed as difficult terrain,
and in addition they are not automatically trapped when defeated
woods.

Durins Folk
Khazad-dum
Heroes
Durin, King of Khazad-dum
Point Value: 160
F
S
D
A
W
C
M/W/F
6/4+
4
9
3
3
6
3/ 3/ 1
Wargear:
Durin wars Mithril armor, and the Crown of Kings. He carries
Durin's Axe.
Durin's Axe: This ancient heirloom is a deadly Dwarven axe. Any
dwarf hero fighting with this axe as +1 to wound. In addition, they
can re-roll one of his dice when determining who wins a fight.
The Crown of Kings: An heirloom, the Crown of Kings is both a
symbol of authority and a protection against enemies. Each time
the wearer suffers a wound, roll D6, on the roll of a six, the wound
is discounted.
The Horn of Zirak-zigil: The Horn of Zirak-zigil is another prized
Dwarven treasure and was crafted in the earliest days of Khazaddum's settlement. The bearer cause terror.

Warriors
Khazad Guard
F
S
D
A
W
C
M/W/F
4/4+
4
7
1
1
4
Wargear:
Each Khazad Guard wears heavy armor, carries an axe, and also a
two-handed axe
Special Rules:
Bodyguard: This unit will automatically pass all Courage tests
they have to take so long as those they are guarding are alive.

Balin, son of Fundin


Point Value: 75
F
S
D
A
W
C
M/W/F
6/4+
4
8
2
2
6
3/ 3/ 1
Wargear:
Balin wears heavy armor, carries several axes(Hand-weapon,
throwing axe, and two-handed ax.)
Durins Axe...........................................20pts.
Durin's Axe: This ancient heirloom is a deadly Dwarven axe. Any
dwarf hero fighting with this axe as +1 to wound. In addition, they
can re-roll one of his dice when determining who wins a fight.

Erebor
Heroes
Dain Ironfoot, King of Erebor
Point Value: 125
F
S
D
A
W
C
M/W/F
5/4+
4
9
3
3
7
3/ 3/ 2
Wargear:
Dain wears Mithril armor, carries the great axe Barazantathul.

Gimli, Son of Gloin


Point Value: 90
F
S
D
A
W
C
M/W/F
6/4+
4
8
2
2
6
3/ 2/ 2
Wargear:
Gimli wears heavy armor, carries a dwarf axe, a two-handed axe,
and a throwing axe.
Elven Cloak...........................10pts

Barazantathul: Although not innately magical, this two-handed


axe is of great craftsmanship and possessed of exceptional balance.
When Dain fights with this axe, he adds +1 to his wound rolls.
Special Rules:
Axe of the Dwarves: At the beginning of each fight Gimli can
Special Rules:
choice to either use an axe in each hand, in which he gains 3
Venerable: At the time of the War of the Ring, Dain is more then
attacks, or his two-handed axe in which he gets +1 to wound rolls,
250 years old, and is not as agile a he once was. To represent this, but not the -1 to attack.
whenever Dain has to make a Jump or Climb test, the good player
rolls two dice and must choose the lowest. Might can effect this
roll.
The King under the Mountain: Such is Dain's awesome presence
on the battlefield that the range of his "Stand Fast!" rolls is 12", not
6"
Murin, Dwarf Hero
Point value: 75
F
S
D
A
W
C
M/W/F
5/4+
4
8
2
2
5
3/ 1/ 1
Wargear:
Murin wears armor, carries a shield, and he also carries the sword
Kalazal

Drar, Dwarf Hero


Point Value: 75
F
S
D
A
W
C
M/W/F
5/4+
4
7
2
2
5
3/ 1/ 1
Wargear:
Drar wears Dwarf armor, carries an axe, and wields a dwarf bow.

Special Rules:
Special Rules:
Expert Shot: Drar has great skill with a bow, and may shoot twice
Kalazal: Kalazal is a hand weapon that allows Murin to re-roll any in the shoot phase.
wound rolls made against Orcs, Goblins, and Uruk-Hai
Dwarf King
Point Value: 75
F
S
D
A
W
C
6/4+
4
8
2
2
6
Wargear:
A Dwarf King carries a hand axe, wears heavy armor.
Two-handed axe..............................5pts
Throwing Axe..................................5pts

M/W/F
2/ 2/ 1

Dwarf Captain
Point Value: 60
F
S
D
A
W
C
5/4+
4
7
2
2
3
Wargear:
A Dwarf Captain wears armor, and carries an axe.
Two-handed axe........................5pts
Throwing axes...........................5pts
Shield.........................................5pts

M/W/F
2/ 1/ 1

Warriors
Iron Guard
Point Value: 15
F
S
D
A
W
C
M/W/F
4/4+
4
6
1
1
4
Wargear:
The Iron guard war armor. They are armed with hand axes, broad
swords, and throwing axes
Special Rules:

Dwarf Warrior
Point Value: 8
F
S
D
A
W
C
4/4+
3
6
1
1
4
Wargear:
A Dwarf warrior wears armor and carries an axe.
Dwarf Bow..............................1pts
Two-handed axe......................Free
Shield......................................1pt
Banner.....................................30pts
Special Rules:

M/W/F

The Blue Mountains


Heroes
F
S
4/4+
4
Wargear:

D
6

A
1

W
1

C
4

M/W/F

Special Rules:

F
S
4/4+
4
Wargear:

D
6

A
1

W
1

C
4

M/W/F

D
6

A
1

W
1

C
4

M/W/F

Special Rules:

Warriors
F
S
4/4+
4
Wargear:
Special Rules:

D
6

A
1

W
1

C
4

M/W/F

F
S
4/4+
4
Wargear:
Special Rules:

Kingdoms of Men
Gondor
Heroes
Aragorn, King Elessar
Point Value:260
F
S
D
A
W
C
6/3+
4
7
3
3
6
Wargear:
Aragorn carries Anduril, and wears heavy armor.
Armored Horse..............15pts

Boromir, Captain of the White Tower Point Value:175


F
S
D
A
W
C
M/W/F
6/4
6
3
3
6
6/ 3/ 3
Wargear:
Boromir carries a sword, the Horn of Gondor, and wears heavy
armor.
Horse......................................10pts
Anduril, Flame of the West: This magical blade has been reLance......................................5pts
forged by the smiths of Rivendell using the fragments of Narsil, the Shields....................................5pts
sword of Elendil. When fighting with Anduril, Aragorn never needs The banner of Minas Tirith...50pts
to roll more then 4+ to score a wound, regardless of the opponent's
Defense(this rule has no effect against targets that have Batter
Special Rules:
points instead of Wounds). His rolls to wound can be modified by The Horn of Gondor: The blast of Boromir's fearsome horn is
using Might as normal.
enough to drain the bravest foe of resolve. Boromir can blow the
horn at the start of a fight if he is outnumbered by two to one or
Special Rules:
more. The enemy combatant with the highest courage must take a
Mighty Hero: Aragorn is a mighty hero --, the heir of the Kings of courage test. If the test fails Boromir automatically wins the fight
Gondor. He may expend 1 point of Might per turn without reducing and can strike blows against his enemies
his Might Store. Any Additional points of Might expended during
his turn will reduce his Might store as normal.
The Banner of Minas Tirith: When held aloft by Boromir, the
Banner of Minas Tirith inspires great valor in the Men of Gondor.
The Banner of Minas Tirith counts as a banner. In addition, if
Boromir carries the Banner of Minas Tirith, all Warriors of the
realm of Gondor within 3" receive a +1 bonus to their fight value.
Boromir also receives this bonus, altogether other Heroes do not.
Unlike other banner bears, such is Boromir's skill in battle he
receives no -1 penalty to his dice roll. Though he can't carry a lance
or shield.
M/W/F
3*/3/3

Prince Imrahil of Dol Amroth


Point Value: 135
F
S
D
A
W
C
M/W/F
6/4
7
3
3
6
3 / 3/ 3
Wargear:
Imrahil carries a sword and a shield, and wears heavy armor
Armored Horse............15pts
Lance............................5pts
Special Rules:
The Lineage of Numenor: Imrahil commands great respect and
loyalty from all the free folk of Middle-earth. The range of Prince
Imrahil's Stand fast! is 12" rather than 6'

Gandalf, The White Wizard


Point Value: 220
F
S
D
A
W
C
M/W/F
7/4
5
3
3
7
3/6*/3
Wargear:
Gandalf carries his staff(Two-handed weapon), the sword
Glamdring, and the Ring Narya.
Elven Cloak.........................10pts
Shadowfax...........................15pts
Special Rules:
Shadowfax: The great horse Shadowfax may only be ridden by
Gandalf. He follows all the rules for horse except his movement is
12"
Staff of Powers: Gandalf's staff is not only only a symbol of his
authority but a potent talisman. To represent his staff's power he
can expend 1 point of Will each turn without reducing his own Will
store.
Narya: Thanks to the power of Narya, the Ring of Fire, one of the
three Elven Rings, Gandalf can re-roll his dice when using Fate
points.
Glamdring: Glamdring is a magical sword. When Gandalf fights
with Glamdring(rather than his staff) he add +1 to his Strength
characteristic giving him a Strength value of 5.
The White Rider: When Gandalf unveils his inner light, his
presence is enough to steel the resolve of the Good warriors around

him. The range of Gandalf's Stand Fast! rule is 12" rather then 6"
Magical Powers:
Cast Blinding Light: In darkness this spell illuminates an area of
12 and anyone within this area can be seen as if it were daylight.
Once cast the power last for the rest of the game so long as the
caster has at least 1 point of will remaining. Any archer that targets
the caster or anyone within 6 of the caster only hits on a 6.
To Use 2+
Command: The victim can do nothing further as described in
Immobilize/Transfix, except that the caster can move the victim up
to half a move as soon as the power takes effect
Range 12", To Use 3+
Immobilize: The victim can do nothing further that turn, in combat
their fight value counts as 1, and rolls 1 dice regardless of how
many attacks they have. If they win combat they cant wound,
although they can still use might, will, and fate but cannot make
heroic actions. Lasts for the rest of the round Range 12", To use
2+
Sorcerers Blast: This attack blasts a target away from the caster
and knocks them down. Roll a die and move the target the number
of inches. Any models within their path are automatically moved
aside and knocked to the ground. If fighting both targets are
knockdown down. The target of the attack suffers a strength 5 hit,
and everyone else a strength 3. Though if blasted into a target with
strength 6 the target is stopped, and the other model isnt knocked
to the ground Range 12", To Use 4+
Strength Will: Gives a friendly unit a point of will, up to the
amount they have at the start of the battle. Although they can give a
unit with no Will, 1 point. Cant use on caster. Range 12", To Use
3+
Terrifying Aura: Once cast the model counts as terrifying to all
enemies as long as they have 1 point of will. To use 2+
Your staff is Broken: Range 12", To Use 3+
Faramir, Captain of Gondor
F
S
D
A
5/3+
4
5
3
Wargear:
He carries a sword and wears armor.
Heavy Armor........................5pts
Longbow...............................5pts
Lance....................................5pts
Horse...................................10pts

Point Value: 110


W
C
M/W/F
3
3/ 6/ 3

Denethor, Steward of Gondor


Point Value: 30
F
S
D
A
W
C
5/4
5
2
2
5
Wargear:
Denethor carries a sword and wears armor

M/W/F
0/ 3/ 0

Special Rules:
Broken Mind: Denethor is subject to dangerous fits of madness.
At the start of every turn, before players roll for priority, the Good
players must take a Courage test for Denethor. If the test is passed,
Special Rules:
all is fine. If the test is failed. Denethor is controlled by the Evil
Courage of No-one else: Faramir is one of the few living beings, a players as if he was one of his models. The only difference with
man, to refuse any temptation to the One Ring. His courage of
other Evil models is that Good models cannot target Denethor with
heart is inspiring, and almost impossible to shake. Because of this missile fire, magical powers, that cause damage and cannot strike
Faramir never needs to take courage tests.
blows against if they defeat him in a fight.
Ambushers: Rangers of Gondor are trained in stealth and to
ambush their foes. If they have not moved during that round, they
are considered to be wearing an Elven Cloak.

Beregond of Gondor
Point Value: 55
F
S
D
A
W
C
M/W/F
4/3+
4
6
2
2
4
2/ 2/ 1
Wargear:
Beregond carries a sword, a longbow, and wears heavy armor.
Horse...........................6pts

Damrod, Ranger of Ithilien Point Value: 20


F
S
D
A
W
C
4/3+
4
5
1
1
4
Wargear:
Damrod carries a bow and a sword, and wears armor

M/W/F
1/ 1/ 1

Special Rules:
Bodyguard: This unit names a hero, and as long as they hero is
alive they pass all courage tests. Also if they fight in combat with
the model, they are allowed to take a wound intended for the hero.
Forlong the Fat
F
S
D
4/5
6
Wargear:
Heavy Armor, and Spear

A
2

Point Value: 70
W
C
3
4

M/W/F
3/ 1/ 1

Special Rules:
Bodyguard: This unit names a hero, and as long as they hero is
alive they pass all courage tests. Also if they fight in combat with
the model, they are allowed to take a wound intended for the hero.

Angbor the Fearless


Point Value: 60
F
S
D
A
W
C
M/W/F
4/4
5
2
2
6
2 / 3/ 1
Wargear:
Angbor wears heavy armor, and wields a two-handed sword

Special Rules:
Not the fat, old, but the Bold!: Forlong may be old an may be
large but he is still a fierce foe to face on the battlefield. In each
fight he is allowed to make one wound against him be re-rolled.
Yet at the same time he may only move 5.

Special Rules:
Fearless: Angbor didnt gain the title the Fearless for no reason.
Angbor never has to take courage tests when charging terror
causing units.

Cirion, Lieutenant of Amon Barad Point Value: 55


F
S
D
A
W
C
4/4+
4
6
2
2
4
Wargear:
Cirion wears armor. He carries a sword, and a shield

Madril, Captain of Ithilien Point Value: 55


F
S
D
A
W
C
4/3+
4
5
2
2
4
Wargear:
Madril wears armor. He carries a sword, and a bow

M/W/F
3/ 1/ 1

M/W/F
3/ 1/ 1

Special Rules:
Boldest of the Bold: Cirion is at his most determined when facing
dangers that would crush the spirit of a lesser man. When
attempting to charge an enemy that causes Terror, Cirion receives a
+2 bonus to his courage.

Special Rules:
Master of Ambush: Madril's true forte is crafting of surprise
attacks and careful ambushes where a portion of the warriors at his
command appear upon the enemy's flanks at a critical moment in
the battle. In scenarios where the Good players can roll for
additional forces to arrive. He receives a +1 bonus to the dice roll if
Madril is on the board.

King of the Dead


Point Value: 100
F
S
D
A
W
C
4/4
8
1
2
7
Wargear:
The King of the Dead wears ancient armor and a sword.

Captain of Dol Amroth


Point Value: 55
F
S
D
A
W
C
M/W/F
4/4+
4
7
2
2
4
2/ 1/ 1
Wargear:
A Captain of Dol Amroth wears heavy armor, a shield, and sword.
Lance...............................5pts
Armored Horse...............15pts

M/W/F
0/ 6/ 3

Special Rules:
Terror: Warriors must pass a courage test to charge the King of
the dead.
Blades of the Dead: The swords of the Dead have long lost their
edge, and yet armor is scare use against them -- the only defense is
a brave heart. When determining what number the Dead need to
wound their opponents use the opponent's Courage rather then
Defense on the Wound chart.
Drain Soul: An enemy that suffers a wound from the King of the
Dead is automatically slain regardless of the number of wounds on
its profile. Heroes can use Fate to avoid wounds.
The Dead and the Living: Only the Army of the Dead use the
King's "Stand Fast!"

Special Rules:
Dol Amroth for Gondor: The Captains of Dol Amroth are
fantastically skilled fighters, proud of their skills and of their prince
-- they are the elite warriors of Gondor, and they know it. Captain
of Dol Amroth always count as being within the are of effect of a
banner if Prince Imrahil is within 12"

Captain of Minas Tirith


Point Value: 50
F
S
D
A
W
C
M/W/F
4/4+
4
6
2
2
4
2/ 1/ 1
Wargear:
A Captain of Minas Tirith wears heavy armor, and carries a sword.
Shield.........................5pts
Bow............................5pts
Lance.........................5pts
Horse.........................10

Warriors
Guard of the Fountain Court
Point Value: 10
F
S
D
A
W
C
M/W/F
4/3
6
1
1
3
Wargear:
A Guard of the Fountain Court wears heavy armor, and carries a
spear.
Shield..................................1pts
Banner.................................30pts
Special Rules:
Bodyguard: This unit names a hero, and as long as they hero is
alive they pass all courage tests. Also if they fight in combat with
the model, they are allowed to take a wound intended for the hero.

Knight of Minas Tirith


Point Value: 13
F
S
D
A
W
C
M/W/F
3/3
5
1
1
3
Wargear:
A Knight of Minas Tirith wears heavy armor, rides a horse, carries
a sword, and a lance.
Shield..............................1pts
Banner............................25pts

Knight of Dol Amroth


Point Value: 11
F
S
D
A
W
C
M/W/F
4/4
6
1
1
4
Wargear:
A Knight of Dol Amroth wears heavy armor and carries both a
sword and a shield.
Armored Horse.........................9pts
Lance........................................1pts
Banner.......................................30pts
Special Rules:
Dol Amroth for Gondor!: The Knights of Dol Amroth are
fantastically skilled fighters. Knights of Dol Amroth always count
as being within the area of effect of a banner if Prince Imrahil is
within 12'
Rider of the Dead
Point Value: 20
F
S
D
A
W
C
3/3
7
1
1
6
Wargear:
A Rider of the dead carries a blade, and rides a horse.

M/W/F

Special Rules:

Special Rules:
Terror.
Blades of the Dead.
Spectral Steed: The ethereal steed of the Rider does not function
in the same way as regular cavalry. The rider and his steed are
counted as a single model on foot with a move of 10" - and do not
receive mounted bonus.

Warrior of the Dead


Point Value: 15
F
S
D
A
W
C
M/W/F
3/3
7
1
1
6
Wargear:
Being incorporeal creatures, the Warriors of the dead count as
armed with only hand weapons regardless of the actual equipment
they are carrying. So rules for spears, two-handed weapons, and
shields do not apply.

Citadel Guard
Point Value: 8
F
S
D
A
W
C
4/4+
3
5
1
1
3
Wargear:
A Citadel Guard wars heavy armor and carries a sword.
Horse.....................................6pts
Longbow................................1pts
Spear......................................1pts

Special Rules:
Terror.
Blades of the Dead.

Special Rules:
Bodyguard.

Ranger of Gondor
F
S
D
4/3+
3
4

A
1

Point Value: 8
W
C
1
3

M/W/F

Man-at-Arms of Dol Amroth


F
S
D
A
4/3
5
1

Point Value: 9
W
C
1
3

M/W/F

M/W/F

Wargear:
A Ranger of Gondor wears armor and carries both a sword and a
longbow.
Spear.....................1pt

Wargear:
A Man-at-arms of Dol Amroth wears heavy armor and carries a
pike.
Banner..........................25pts

Special Rules:
Terrain Experts: Rangers are experts are moving quickly and
silent through rough terrain. Because of this they are not affected
by the penalties of rough terrain. In addition any ranged attack at
them has to roll 2 in the ways, instead of just normally one.

Special Rule:
Dol Amroth for Gondor!: The Knights of Dol Amroth are
fantastically skilled fighters. Knights of Dol Amroth always count
as being within the area of effect of a banner if Prince Imrahil is
within 12'

Axeman of Lossarnach
Point Value: 9
F
S
D
A
W
C
M/W/F
3/3
5
1
1
3
Wargear:
An Axeman of Lossarnach wears heavy armor and carries an axe of
Lossarnach.
Banner............................25pts

Clansman of Lamedon
Point Value: 8
F
S
D
A
W
C
M/W/F
3/3
4
1
1
5
Wargear:
A Clansman wears armor and carries a two-handed sword. A
clansman does not carry a hand-weapon

Special Rules:
Axe of Lossarnach: These heavy weapons combine a broad axe
head with a spear tip. An Axeman of Lossarnach may use their axe
as either a spear or two-handed weapon.
Osgiliath Veteran
Point Value: 8
F
S
D
A
W
C
M/W/F
3/4+
3
5
1
1
4
Wargear:
An Osgiliath Veteran wears heavy armor, and carries a sword.
Bow................................1pts
Spear..............................1pts
Shield.............................1pts

Special Rule:
The Honor of Lamedon: The Clansmen of Lamedon are
fanatically loyal to their chief. Angbor the Fearless. Clansmen of
Lamedon always count as being within the area of effect of a
banner if Angbor the Fearless is within 6"
Warrior of Minas Tirith
Point Value: 7
F
S
D
A
W
C
M/W/F
3/4+
3
5
1
1
3
Wargear:
A Warrior of Minas Tirith wears heavy armor, and they also carry a
sword.
Spear...................................1pts
Bow......................................1pts
Shield...................................1pts
Banner.................................25pts

Special Rule:
Loyal to the Captains: The Osgiliath Veterans have fought
alongside Boromir and Faramir for months, if not years, and each
Special Rules:
one is loyal onto death. So long as an Osgiliath Veteran is within 6"
of either Boromir or Faramir(Or Both) he receives a bonus of +1 to
his fighter skill.

Dale-Lands
Heroes
F
S
4/4+
4
Wargear:

D
6

A
1

W
1

C
4

M/W/F

Special Rules:

F
S
4/4+
4
Wargear:

D
6

A
1

W
1

C
4

M/W/F

Special Rules:

Warriors
Barding Marksman
Point Value: 10
F
S
D
A
W
C
M/W/F
3/3+
3
5
1
1
4
Wargear:
A Barding longbow man carries a hand weapon, and a longbow
and wears Dwarven armor.
Special Rules:
Courageous Shot: A Barding bowman grows up on tales on how
the famous King Bard stood in the face of Smaug and with his
steadfast courage slew the dragon. Because of this it shapes how all
archers train and face danger. Any time a barding marksman is
charged they are allowed to take a courage test, and if passed, they
are allowed a free shot at the charging foe.
Though if being charged by multiple opponents they are
only allowed one shot, and must pick who they are attempt to hit.

Warriors of Dale

Point Value: 7

F
S
D
A
W
C
M/W/F
3/4+
3
5
1
1
3
Wargear:
Warriors of Dale come with a hand weapon, and Dwarven armor.
At an additional cost they can be given the follower
Bow1pt
Spear1pt
Longbow.2pt
Shield.1pt
Banner.25pt
Special Rules:

Rohan
Heroes
Theoden, King of Rohan
F
S
D
A
5/4
4
2
Wargear:
Theoden carries a sword.
Heavy Armor.........10 Points
Shield.....................5 Points
Horse......................10 Points
Armored horse.....15 Points

Point Value: 60
W
C
2
5

M/W/F
3/2/2

Eomer, Marshal of the Riddermark Point Value: 100


F
S
D
A
W
C
M/W/F
5/4+
4
6
3
3
5
3/3/3
Wargear:
Eomer carries a sword, and has heavy armor.
Throwing Spear.........5pts
Shield........................5pts
Bow...........................5pts
Horse.........................5pts

Special Rules:
Expert Rider: Models that are Expert riders can re-roll the dice on
the Jump chart when jumping an obstacle while mounted. In
addition, when mounted they benefit from the +1 defense from their
shield even while carrying a bow. If they dismount or are thrown,
they must immediately discard either their bow or their shield.

Guthwine: A fierce sword that has been forged with Eomer's


desperate spirit to fight against all odds. Anytime Eomer fails
to win a fight while wielding Guthwine, he must re-roll.

Theodred, Heir of Rohan


F
S
D

Erkenbrand, Captain of Rohan


F
S
D
A

Point Value: 65
W
C

M/W/F

Special Rules:
Expert Rider: Models that are Expert riders can re-roll the dice
on the Jump chart when jumping an obstacle while mounted. In
addition, when mounted they benefit from the +1 defense from
their shield even while carrying a bow. If they dismount or are
thrown, they must immediately discard either their bow or their
shield.

Point Value: 85
C
M/W/F

5/4+
4
6
2
2
Wargear:
Theodred carries a sword, and heavy armor
Throwing Spear.............5pts
Shield.............................5pts
Bow.................................5pts
Horse................................5pts

3/1/1

5/4+
4
7
2
2
5
3/1/3
Wargear:
Erkenbrand carries a sword and shield, and wears heavy armor.
Horn of Hammerhand..................?pts

Special Rules:
Horn of the Hammerhand: The sound of the Horn of the
Hammerhand fills the men of Rohan with courage and strength.
Special Rules:
Once per game, at the beginning of any Fight phase, Erkenbrand
Expert Rider: Models that are Expert riders can re-roll the dice on may blow the Horn of Hammerhand. For the duration of that fight,
the Jump chart when jumping an obstacle while mounted. In
any Rohan models on the battlefield count as being within 3" of a
addition, when mounted they benefit from the +1 defense from their banner.
shield even while carrying a bow. If they dismount or are thrown,
Expert Rider: Models that are Expert riders can re-roll the dice
they must immediately discard either their bow or their shield.
on the Jump chart when jumping an obstacle while mounted. In
addition, when mounted they benefit from the +1 defense from
their shield even while carrying a bow. If they dismount or are
thrown, they must immediately discard either their bow or their
shield
Gamling, Captain of Rohan
Point Value: 50
F
S
D
A
W
C
M/W/F
4/4
6
2
2
4
2/1/2
Wargear:
Gamling carries a sword and wears heavy armor.
Royal Standard of Rohan...........50pts
Horse...........................................10pts
Throwing Spear............................5pts

Hama, Captain of Rohan


Point Value: 50
F
S
D
A
W
C
4/4+
4
6
2
2
4
Wargear:
Hama carries a sword, and wears heavy armor
Shield................5pts
Bow...................5pts
Horse.................10pts

Special Rules:
Expert Rider: Models that are Expert riders can re-roll the dice on
the Jump chart when jumping an obstacle while mounted. In
addition, when mounted they benefit from the +1 defense from their
shield even while carrying a bow. If they dismount or are thrown,
they must immediately discard either their bow or their shield
Royal Standard of Rohan: This precious heirloom counts as a
normal banner. In addition, any Hero of Rohan who has - Might
points at the start of the turn automatically adds 1 point Might to his
store if he starts the turn within 3" of the Royal Standard of Rohan.
This does not include Gamling himself.
Understands Dunlendings: Whenever Gamling is fighting solely
Dunlendings his fight skill increases to 5.

Special Rules:
Expert Rider: Models that are Expert riders can re-roll the dice
on the Jump chart when jumping an obstacle while mounted. In
addition, when mounted they benefit from the +1 defense from
their shield even while carrying a bow. If they dismount or are
thrown, they must immediately discard either their bow or their
shield
Bodyguard: Hama is sworn to protect the life of King of Rohan.
If the Good force includes Theoden, Hama will automatically pass
all Courage tests he has to take so long as Theoden is alive. If in
combat with king Theoden and the king suffers a wound Hama is
allowed to take the wound instead. If Theoden is killed, Hama
reverts to the normal rules for Courage.

Grimbold, of Grimslade
Point Value:50
F
S
D
A
W
C
M/W/F
4
4
5
2
2
4
2 / 1 /2
Wargear:
Grimbold wears armor and carries a great-axe(two-handed
weapon)

Captain of Rohan
Point Value:45
F
S
D
A
W
C
M/W/F
4/4+
4
5
2
2
4
2/ 1/ 1
Wargear:
The Captain of Rohan represented by the profile has a sword and
wears armor.
Heavy Armor............5pts
Shield.......................5pts
Bow..........................5pts
Throwing Spears......5pts
Horse.......................10pts

Special Rules:
Grimbold's Helmingas: If your army includes Grimbold, any
number of Warriors of Rohan can be upgraded to be Grimbold's
Helmingas at a cost of +1 per model. Helmingas have Strength 4,
rather than Strength 3.

M/W/F
2/1/1

Special Rules:
Expert Rider: Models that are Expert riders can re-roll the dice on
the Jump chart when jumping an obstacle while mounted. In
addition, when mounted they benefit from the +1 defense from
their shield even while carrying a bow. If they dismount or are
thrown, they must immediately discard either their bow or their
shield

Warriors
Rohan Royal Guard
Point Value:10
F
S
D
A
W
C
M/W/F
4/4+
3
6
1
1
3
Wargear:
Royal Guard Carries a sword and shield, and heavy armor
Throwing Spear..............2pts
Horse..............................6pts
Banner...........................30pts
Special Rules:
Expert Rider: Models that are Expert riders can re-roll the dice on
the Jump chart when jumping an obstacle while mounted. In
addition, when mounted they benefit from the +1 defense from
their shield even while carrying a bow. If they dismount or are
thrown, they must immediately discard either their bow or their
shield
Bodyguard: The royal guard names a hero, and as long as they
hero is alive they pass all courage tests. Also if they fight in
combat with the model, they are allowed to take a wound intended
for the hero.
Rider of Rohan
Point Value:13
F
S
D
A
W
C
M/W/F
3/4+
3
5
1
1
3
0
3
4
0
1
3
Wargear:
A Rider of Rohan includes armor, shield, a lance and either a sword
or an axe.
Bow...1pts
Banner....................25pts

Rohan Outriders
Point Value: 9
F
S
D
A
W
C
3/3+
3
4
1
1
3
Wargear
Outriders wield swords, a bow, and wear armor
Horse.....................5pts
Throwing Spear......5pts

M/W/F
0/ 0/ 1

Special Rules:
Expert Rider: Models that are Expert riders can re-roll the dice on
the Jump chart when jumping an obstacle while mounted. In
addition, when mounted they benefit from the +1 defense from
their shield even while carrying a bow. If they dismount or are
thrown, they must immediately discard either their bow or their
shield

Warrior of Rohan
Point Value:6
F
S
D
A
W
C
3/4+
3
4
1
1
3
Wargear:
A Rohan warrior includes armor, and a sword or axe
Throwing Spear............1pts
Bow..............................1pts
Shield............................1pts
Banner...........................25pts

Special Rule:
Special Rules:
Expert Rider: Models that are Expert riders can re-roll the dice on None
the Jump chart when jumping an obstacle while mounted. In
addition, when mounted they benefit from the +1 defense from
their shield even while carrying a bow. If they dismount or are
thrown, they must immediately discard either their bow or their
shield
Rider of Rohan: Such is the bond and command that a Rider has
with their horses, that they always benefit from their horses attack,
even during combat they havent charged in.

M/W/F

The Free People


Untamed Lands of Middle Earth
Heroes
Radagast, the Brown
Point Value: 150
F
S
D
A
W
C
M/W/F
5/4
5
3
3
7
3/6*/3
Wargear:
Radagast carries his staff, a sword
Horse.........................10pts
Special Rules:
Staff of Power.
Master of Birds: Radagast is frequently accompanied by a raven
that acts as his eyes and ears. To represent the raven scouting the
battlefield on his behalf, Radagast is always assumed to have line
of sight to any point on the battlefield.
One with Nature: Radagast has a strong connection with nature
and through his skills is able to blend with his surroundings and is
used to traveling through all manner of terrain without penalty and
always counts as wearing an Elven cloak.
Master of Fauna: Radagast has a akin ship to all creatures of
middle-earth, and because of this he cannot be charged by people
mounted on animals. (Horses, Camels, Mumikail)
Magical Powers:
Terrifying Aura. Once this power has been cast, the model counts
as a terror causing unit as long as they have 1 point of Will
remaining. +2 To use
Immobilize: The victim can do nothing further that turn. In combat
their fight value counts as 1, and rolls one die regardless of how
many attacks they have. If they win combat they wont strike. The
status last until the end of the round +3 To use
Renew. The caster restores a lost wound to one friendly model
+3 To use, Range 12"
Panic Creature: This targets any creature on the map and causes
them to throw any rider they currently have. The creature is then
remove from play.
+2 to Use, Range 12"
Aura of Dismay. This power can only be cast at the end of the
casters move. If successful any friendly models that end their
move within 6 of the caster counts as causing terror for the
remainder of the Move pass. +5 to Use.
Gwaihir, Lord of the Eagles
Point Value: 125
F
S
D
A
W
C
M/W/F
8/6
8
2
3
6
1/ 1/ 1
Special Rules:
Fly: Gwaihir moves by flying, his move is 12". Giant Eagles can
fly over the top of any model or terrain without penalty. He cannot
enter woods, buildings, or other terrain deemed impassable but can
land on top of any of these if the players agree.
Terror.
Lord of the Eagles: Through Gwaihir is a great and noble
creature, his keen intelligence is known only to a few. Only Great

Treebeard
Point Value: 190
F
S
D
A
W
C
M/W/F
8/4+
8
8
3
3
7
3/ 6/ 3
Special Rules:
Break Stone: Ents are powerful creatures with hard limbs. When
attacking fortifications, Treebeard counts as Strength 10 and Attack
6.
Terror.
Woodland Creature.
Throw Stone: If an Ent doesn't move they can rip a rock from the
ground, if they are not in combat. In the shoot phase they can throw
it. It has a range of 18" and a strength of 10. If the good player
wishes the rock can be hurled at a wall or building.

Warriors
Great Eagle
F
S
7/6
Special Rules:
Fly.
Terror.

D
8

A
3

Point Values: 90
W
C
M/W/F
3
5

Ent
F
7/4+

S
8

D
8

A
3

Point Value: ?
W
C
3
6

M/W/F

Special Rules:
Break Stone.
Terror.
Throw Stone.
Woodland Creature: Ents are perfectly in tune with nature and
therefor they never consider areas of wood to be difficult terrain.
An Ent can move their full move in any wooded area classed as
difficult terrain, and in addition they are not automatically trapped
when defeated woods.

Eriador
Heroes
Gandalf the Grey
Point Values: 180
F
S
D
A
W
C
M/W/F
5/4
5
3
3
7
3/ 6*/3
Wargear
Gandalf carries his staff (Two-handed weapon) the sword
Glamdring, and the ring Narya
Elven Cloak..................10pts
Shadowfax....................15pts
Shadowfax: The great horse Shadowfax may only be ridden by
Gandalf. He follows all the rules for horse except his movement is
12"
Staff of Powers: Gandalf's staff is not only only a symbol of his
authority but a potent talisman. To represent his staff's power he
can expend 1 point of Will each turn without reducing his own Will
store.
Narya: Thanks to the power of Narya, the Ring of Fire, one of the
three Elven Rings, Gandalf can re-roll his dice when using Fate
points.
Glamdring: Glamdring is a magical sword. When Gandalf fights
with Glamdring(rather than his staff) he add +1 to his Strength
characteristic giving him a Strength value of 5.
Magical Powers
Cast Blinding Light: In darkness this spell illuminates an area of
12 and anyone within this area can be seen as if it were daylight.
Once cast the power last for the rest of the game so long as the
caster has at least 1 point of will remaining. Any archer that targets
the caster or anyone within 6 of the caster only hits on a 6.
+2 roll to use.
Command: The victim can do nothing further as described in
Immobilize/Transfix, except that the caster can move the victim up
to half a move as soon as the power takes effect
+12, To use +4
Immobilize: The victim can do nothing further that turn, in combat
their fight value counts as 1, and rolls 1 dice regardless of how
many attacks they have. If they win combat they cant wound,
although they can still use might, will, and fate but cannot make
heroic actions. Lasts for the rest of the round
+12, To use +3
Sorcerers Blast: This attack blasts a target away from the caster
and knocks them down. Roll a die and move the target the number
of inches. Any models within their path are automatically moved
aside and knocked to the ground. If fighting both targets are
knockdown down. The target of the attack suffers a strength 5 hit,
and everyone else a strength 3. Though if blasted into a target with
strength 6 the target is stopped, and the other model isnt knocked
to the ground
12", To Use +5
Strengthen Will: Gives a friendly unit a point of will, up to the
amount they have at the start of the battle. Although they can give a
unit with no Will, 1 point. Cant use on caster.
12", To Use +4
Terrifying Aura: Once cast the model counts as terrifying to all
enemies as long as they have 1 point of will.
To use +2

Strider/Aragorn
Point Value: 175
F
S
D
A
W
C
6/3+
4
5
3
3
6
Wargear:
Aragorn carries a sword
Anduril, Flame of the West................75pts
Elven Cloak.......................................10pts
Armor.................................................5pts
Bow....................................................5pts
Horse.................................................10pts

M/W/F
3*/3/3

Anduril, Flame of the West: This magical blade has been reforged by the smiths of Rivendell using the fragments of Narsil, the
sword of Elendil. When fighting with Anduril, Aragorn never needs
to roll more then 4+ to score a wound, regardless of the opponent's
Defense(this rule has no effect against targets that have Batter
points instead of Wounds). His rolls to wound can be modified by
using Might as normal.
Special Rules:
Mighty Hero: Aragorn is a mighty hero --, the heir of the Kings of
Gondor. He may expend 1 point of Might per turn without reducing
his Might Store. Any Additional points of Might expended during
his turn will reduce his Might store as normal.

Arathorn, Chieftain of the Dunedain Point Values: 75


F
S
D
A
W
C
M/W/F
5/3+
4
5
3
2
5
3/2/ 1
Wargear:
Arathorn wears armor, he carries an ancient sword and a bow.
Special Rules:

Halbarad, Chieftain of the Dunedain Point Value: 65


F
S
D
A
W
C
M/W/F
5/3+
4
5
2
2
6
3/ 2/ 1
Wargear:
Halbarad carries a sword, a bow, and wears armor.
Spear..............................................1pt
Horse.............................................10pts
The Banner of Arwen Evenstar......60pts
Special Rules:
The Banner of Arwen Evenstar: Counts as a banner but will
affect all friendly models within 6". In addition every good model
within 6" of the banner automatically passes any courage test.
Halbarad can still use a bow with

Warriors
Ranger of the North
Point Value: 20
F
S
D
A
W
C
M/W/F
5/3+
4
5
2
2
5
1/ 1/ 1
Wargear:
A Ranger of the North wears armor, wields a sword and has a bow.
Spear........................1pt
Horse.......................6pt
Throwing daggers...1pts
Elven Cloaks10pts
Special Rules:

The Shire
Heroes
Frodo Baggins
F
S
D
A
3/3+
2
3
1
Wargear:
Frodo carries a sturdy blade
Sting.................15pts
Mithril coat......25pts
Elven Cloak......10pts

Point Value: 60
W
C
2
6

Meriadoc Brandybuck
F
S
D
A
3/3+
2
3
1
Wargear:
Merry carries a sturdy Blade.
Elven Cloak...............10pts

Point Value: 25
W
C
2
4

M/W/F
2/ 3/ 3

Samwise Gamgee
F
S
D
3/3+
2
3
Wargear:
Sam carries a sturdy blade.
Elven Cloak........10pts

Point Value: 30
A
W
1
2

C
5

M/W/F
1/ 1/ 1

Special Rules:
Cant carry it, but can carry you!: Samwise is loyal and devoted
Sting: Sting is a magical blade that shines with a blue light when
to Frodo beyond believe. Anytime Frodo is charged and Samwise
Orcs are near. When Frodo carries Sting, he adds +1 to his Strength is not already in the combat he may call a free heroic
characteristic, giving him a Strength value of 3.
action/combat in an attempt to get to him.
Resistant to Magic: Anytime a Hobbit is attacked with magic they
Mithril Coat: Mithril is a rare metal that is as light as a feather,
may always attempt to resist it with 1 Die even if they have no will,
and as hard as dragon scale. The wearer's Defense value is
and at the cost of no will.
increased by +4.
Throw stones: If the hobbit has not moved they can pick up a
stone, and in the shoot phase throw it. They have a range of 8 and
Special Rules:
the strength of the hobbit.
The Ring: Can be equipped at any time during the move phase and
becomes instantly invisible to all except Ringwraiths and Sauron.
Frodo automatically moves through other models and they move
through him. While invisible he cannot be charged. Frodo can put
on the ring even if he has already been charged, thus separating
him from the combat. Anytime Frodo wants to take off the ring he
must pass a courage test to accomplish it, and if he fails for that
turn his movement is decided by the evil player. If Frodo is the
only model left and is wearing the ring then he is counted as a
casualty considered being taken over by the ring.
Resistant to Magic: Anytime a Hobbit is attacked with magic they
may always attempt to resist it with 1 Die even if they have no will,
and at the cost of no will.
Throw stones: If the hobbit has not moved they can pick up a
stone, and in the shoot phase throw it. They have a range of 8 and
the strength of the hobbit.

M/W/F
0/ 0/ 1

Special Rules:
Gandalf shouldve known: Peregrin Took and Meriadoc
Brandybuck are partners in crime and the greatest of friends. Any
time they fight together in combat they get +1 to win the fight to
one of their rolls.
Resistant to Magic: Anytime a Hobbit is attacked with magic they
may always attempt to resist it with 1 Die even if they have no will,
and at the cost of no will.
Throw stones: If the hobbit has not moved they can pick up a
stone, and in the shoot phase throw it. They have a range of 8 and
the strength of the hobbit.

Peregrin Took
F
S
D
A
3/3+
2
3
1
Wargear:
Pippin carries a sturdy blade
Elven Cloak.............10pts

Point Value: 25
W
C
2
4

M/W/F
0/ 0/ 1

Special Rules
Gandalf shouldve known: Peregrin Took and Meriadoc
Brandybuck are partners in crime and the greatest of friends. Any
time they fight together in combat they get +1 to win the fight to
one of their rolls. :
Resistant to Magic: Anytime a Hobbit is attacked with magic they
may always attempt to resist it with 1 Die even if they have no will,
and at the cost of no will.
Throw stones: If the hobbit has not moved they can pick up a
stone, and in the shoot phase throw it. They have a range of 8 and
the strength of the hobbit.

Bilbo Baggins
Point Values: 90
F
S
D
A
W
C
M/W/F
3/3+
3
5
1
2
6
1/ 3/ 3
Wargear:
Bilbo carries Sting and the Mithril coat if Frodo isn't.
Special Rules:
Resistant to Magic: Anytime a Hobbit is attacked with magic they
may always attempt to resist it with 1 Die even if they have no will,
and at the cost of no will.
Throw stones: If the hobbit has not moved they can pick up a
stone, and in the shoot phase throw it. They have a range of 8 and
the strength of the hobbit.
The Ring: If Frodo doesn't have it.

Farmer Maggot
Point Value: 50
F
S
D
A
W
C
M/W/F
3/3+
2
3
1
2
5
1/ 2/ 2
Wargear:
Farmer Maggot carries a scythe(two-handed weapon) and is
accompanied by his three ferocious dogs Grip Fang and Wolf
Grip, Fang and Wolf: F
3/-

S
D A
W C
3 3 1 1 2

Special Rules:
Grip, Fang and Wolf: Farmer Maggot's dogs are legend unto
themselves in the surrounding area. fast, intelligent and incredibly
loyal they tirelessly guard Maggot's farm, and their presence has
convinced more than a few young Hobbits not to steal his crops.
Maggot's dogs move 8" and may always use his courage while he
is still alive

Warriors
Hobbit Militia
Point Value: 3
F
S
D
A
W
C
M/W/F
1/3+
2
3
1
1
3
Wargear:
Hobbit Militia wear everyday clothing and are armed with a variety
of common items pressed into service of weapons.
Special Rules:
Resistant to Magic: Anytime a Hobbit is attacked with magic they
may always attempt to resist it with 1 Die even if they have no will,
and at the cost of no will.
Throw stones: If the hobbit has not moved they can pick up a
stone, and in the shoot phase throw it. They have a range of 8 and
the strength of the hobbit.

Nimble Those who have made a study of Hobbits note


that they are remarkably agile and are able to weave and
dodge around larger, clumsier creatures. Anytime this Hero
is wounded, he may roll a dice and on a result of 6+ the
wound is ignored. The second time this rule is chosen, the
saving throw is improved to a 5+. The player may elect to
use Fate points on any wounds that are not saved in this
manner. Only Hobbits may take this Special Rule.

Hobbit Archers
Point value: 4
F
S
D
A
W
C
2/3+
3
3
1
1
3
Wargear:
Archers are armed with knives and short bows.
Signal Horn.......................20pts

M/W/F

Special Rules:
Signal Horns -- Awake! Fear! Fire! Foes!: Signal horns rouse the
populace of the Shire to all manner of threats, from wolves to
drunken Big Folk. Hobbits take great solace in strength of numbers
-- something that a fierce blast on a signal horn guarantees. If there
is at least one signal horn on the battlefield, all Hobbits gain +1
courage
Resistant to Magic: Anytime a Hobbit is attacked with magic they
may always attempt to resist it with 1 Die even if they have no will,

Sheriffs
Point Values: 4
F
S
D
A
W
C
M/W/F
3/3+
2
3
1
1
3
Wargear:
Sheriffs are armed with sturdy cudgels and other suitable weapons.
(Hand Weapons)
Special Rules:
Resistant to Magic: Anytime a Hobbit is attacked with magic they
may always attempt to resist it with 1 Die even if they have no will,
and at the cost of no will.
Throw stones: If the hobbit has not moved they can pick up a
stone, and in the shoot phase throw it. They have a range of 8 and
the strength of the hobbit.

and at the cost of no will.


Throw stones: If the hobbit has not moved they can pick up a
stone, and in the shoot phase throw it. They have a range of 8 and
the strength of the hobbit.

Beorning
Heroes

Beorn, The Mighty


Human Form
F
S
6/5
Beast Form
F
S
7/6

Point Value: 260

D
5

A
3

W
3

C
7

M/W/F
3/3/2

D
8

A
3

W
3

C
7

M/W/F

Wargear:
Beorn in human form wields a mighty two-handed axe, and does
not suffer the penalty due to his strength. He wields only this
weapon.
Special Rules:
Terror:
Shapeshift: At any time during the battle Beorn can transform into
his bear form. He remains in that form until the end of the battle.
A fierce inspiration: As well with any Beijabar, Beorn counts as a
banner to all Beornings within 12 of himself.
Beast Movement: While in Beast form Beijabar move 10 instead
of six.
Fearless Beast: While in beast form, a Beijabar does not have to
take courage tests when facing terror causing enemies.

Warriors
High Pass Guide

Point Value: 13

Warrior of Beorning

Point Value: 10

F
S
D
A
W
C
M/W/F
4/4+
4
4
1
1
6
Wargear:
A high pass guide comes with a hand weapon or a spear, armor,
and at an additional cost can be given the following
Shields..1pt
Longbow..1pt
Two-handed Weapon.1pt

F
S
D
A
W
C
M/W/F
4/4+
4
4
1
1
5
Wargear:
A warrior of Beorning comes with either an axe or spear, armor,
and at an additional cost be given the following
Shields1pt
Longbow.1pt
Two-handed weapon...1pt

Special Rules:
Mighty Strength: Beornings can wild two-handed weapons
without penalty.
Terrain Experts: High Pass Guides spend their lives in the forests
of Mirkwood, and the Misty Mountains. Because of this they
suffer no penalty when traversing rough or wooden terrain.

Special Rules:
Mighty Strength: Beornings can wild two-handed weapons
without penalty.

Forces of the Great Eye

Angmar
Heroes
Barrow-Wight
Point Value: 50
F
S
D
A
W
C
M/W/F
3/2
7
1
1
6
0/ 5/ 0
Wargear:
A Barrow-Wight wears heavy armor and carries an ancient blade.

Buhrdur
Point Value: 100
F
S
D
A
W
5/4+
6
6
3
3
Wargear:
Buhrdur, has a massive blade.

Special Rules:
Terror.

Special Rule:
Terror.

Magical Powers:
Essence Leech: A Ringwraith can drain foes of their vitality. If the
Ringwraith causes a wound, they instantly regain a point of Will
for each wound caused. (Unless it is saved by fate). Cannot be used
to increase Will above maximum
Paralyze: Range 9", To use 4+. The target is immediately
paralyzed. It is knocked to the ground and may do nothing until it
recovers. If engaged in combat the victim rolls no dice,
automatically losing the fight if friendly models aren't involved.
And they count as trapped. At the end of the fight phase, the
opposing player must roll a D6 for each paralyzed model-- on the
roll of a 6 that victim recovers and immediately stands up. Friendly
models that sped the Fight phase in contact with the paralyzed
model without doing anything else can attempt to revive them.
They roll a D6 and must get a 6. The player can use might for
either roll.
The Will of Evil: Barrow-wights, like Ringwraiths rely on Will to
sustain them.. They must give up one will point at the end of each
turn if they have fought. Once a Barrow-Wight suffers 1 wound or
has 0 Will they are destroyed.

Throw Stones: If Buhrdur does not move at all, he can declare he


is picking up a stone. Then in the shoot phase he can throw it, as
long as he isn't engaged in combat. It has a range of 12" and a
strength of 8

Orc Captain
Point Value: 40
F
S
D
A
W
C
4/5+
4
5
2
2
3
Wargear:
The Orc Captain wields a sword, and wears armor.
Shield..............................5pts
Orc Bow..........................5pts
Warg................................10pts

C
4

M/W/F
3/ 0/ 1

M/W/F
2/ 1/ 1

Special Rules:

Warriors
Warg Riders
Point Value: 12
F
S
D
A
W
C
M/W/F
3/5+
3
4
1
1
2
3/4
4
1
1
2
Wargear:
A Warg rider wears armor, wields a hand weapon, and rides a warg.
Throwing spears..2pts
Orc Bow1pt
Shield1pt
Banner.25pt
Special Rules:
Crude Throwing Spears: The throwing spears carried by warg
riders are so heavy and primitive that they can only be used from

Orc Tracker
F
S

Point Value: 7
A
W

4/4+
2
3
1
1
2
Wargear:
An Orc tracker comes with a bow and a sword
Armor2pts
Special Rules:

M/W/F

atop a Warg. So if a rider is dismounted from their warg they must


immediately discard their throwing spear.
Orc Warriors
Point Values: 4
F
S
D
A
W
C
M/W/F
2/5+
3
4
1
1
2
Wargear:
The base profile for an Orc Warrior includes crude Orc armor and a
hand weapon.
Two-handed weapon...................1pts
Spear...........................................1pt
Orc Bow......................................1pt
Shield.......................................1pt
Banner.....................................25pts
Special Rules:

M/W/F

Wilds of Middle Earth


Heroes
Wild Warg Chieftain
F
S
D
4/6
5
Wargear:
Teeth and Claws

Point Value: 65
A
W
2
2

C
3

M/W/F
2/ 1/ 1

Special Rules:
Terror.

Dragon
Point Value: 250
F
S
D
A
W
C
M/W/F
7/2+
7
7
4
7
4
3/ 3/ 3
Wargear:
Fangs and Claws
Breathe Fire.................................50pts
Fly................................................50pts
Wyrmtongue................................50pts
Tough Hide.................................50pts

Packlord: A Warg Chieftain is little more than a cunning beast.


Only Wargs may use his Stand Fast! rule or benefit from his heroic Special Rules:
actions.
Terror.
Resistant to Magic.
Harbinger of Evil: A Dragon's very presence radiates an aura of
fear. All Good models within 12" of a Dragon suffer a -1 penalty to
courage.
Draconic Charge: Dragons move 6". If it charges into combat and
wins the fight, it will knock all models to the ground.
Survival Instinct: Dragons are timeless and immortal. Though
they want to survive and don't want to die. Each time a Dragon is
wounded, it must take a Courage test, and if it fails the model flees
the battle.
Wyrms of Legend: Though rare in the Second and Third age,
Dragons are still remarkably diverse creatures. To represent this a
Dragon may have up to the to two of the following abilities.
Fly.
Breathe Fire: Each time a Dragon breathes fire, it expends a point
of Will. It has a range of 12", and if it hits any models(Ally or not)
within 2" of the target suffer a Strength 10 hit. Any model that
suffers a wound from Dragon breath automatically is slain.
Wyrmtongue: Dragons at mindless beast but cunning individuals.
A dragon can cast a spell using one dice without reducing his Will
store. A player can decided to use Will and increase the amount of
dice used. Spells the Dragon is able to use is Transfix: Range 12",
3+ Compel: 12", 4+ Sap Will: 12", 4+
Tough Hide: The skin of this Dragon is almost impenetrably
dense. Its Wounds and Defense are 9, rather then 7.

Warriors
Cave Troll
F
S
D
A
4/5+
6
6
3
Wargear:
A Cave Troll carries a club.
Spear..........................1pts
Troll Chain................5pts

Point Value: 60
W
C
3
3

M/W/F

Troll Chain: This is treated as a throwing weapon with a range of


3".
Special Rules:
Terror: This enemy causes terror, an enemy trying to charge this
unit must take a courage test.
Throw Stones: If a cave troll does not move at all, he can declare
hes stooping for a stone and in the subsequent shoot phase he can
throw it, provided that he is not engaged in combat. 12", Strength
of 8
Turns to Stone: Anytime a Cave troll is outside in the daylight

Wild Warg
F
S
3/4
Wargear:
Teeth and Claw
Special Rule:

D
4

A
1

Point Value: 8
W
C
1
2

M/W/F

they must roll a die at the end of their move phase. On a 4+ nothing
happens, but on a 1-3 they turn to stone and are considered a
casualty.
Outlaws, and Ruffians
F
S
D
A
3/4+
3
3
1
Wargear:
Ruffians carry a hand weapon.
Bow..........................1pts
Whip........................1pts
Armor.......................2pts
Shield........................2pts

Point Value: 4
W
C
1
2

.
M/W/F

Whip: A whip counts as a throwing weapon with a range of 2" and


a Strength of 1

The Misty Mountains


Heroes
Balrog, Durin's Bane
Point Value: 350
F
S
D
A
W
C
M/W/F
8/3+
7
9
3
5
7
0/ 10/0
Wargear:
The Balrog wields a huge flaming blade, and a fiery lash.

Goblin King of Misty Mountains


Point Value: 75
F
S
D
A
W
C
M/W/F
4/4
6
2
2
4
3/ 2/ 2
Wargear:
The Goblin King wears segmented heavy armor and has a sword.

Special Rules:
Terror.
Fiery Lash: The Balrog's flaming whip counts as a weapon with a
range of 6" and a Strength of 7.
Ancient Evil: The Balrog's very presence radiates an aura of fear.
All good models within 18" of the Balrog suffer a -1 penalty to
their Courage value until they move out of the range. (This isn't a
cumulative effect with other abilities that cause this.)

Special Rules:
Cave Dweller.
Iron Fist: Such is the fear inspired by a Goblin King, that their
range of Stand fast is 12".

Goblin Captains
Point Value: 35
F
S
D
A
W
3/5+
3
5
2
2
Wargear:
A Goblin Captain carries an armor and sword.
Shield.....................5pts
Orc Bow.................5pts

C
3

M/W/F
2/ 1/ 1

Special Rules:
Cave Dweller

Warriors
Armored Moria Goblin
F

Point Value: 5
A

M/W/F

2/5+
3
5
1
1
2
Wargear:
Armored Moria Goblins come with heavy, armor and a
sword.
Shield1pt
Spear.1pt
Orc Bow1pt

Moria Goblin
Point Value: 3
F
S
D
A
W
2/5+
2
4
1
1
Wargear:
Moria Goblins carry Armor and a sword
Orc Bow...................1pts
Shield.......................1pts
Spear.........................1pts

C
2

M/W/F

Special Rules:
Cave Dweller
Goblin Strength: Goblins cant wield a spear and shield at the
same time, as their strength doesnt support it. Thus no Moria
Goblin benefits from a shield while wielding a spear.

Isengard
Heroes
Saruman the White
Point Value: 160
F
S
D
A
W
C
M/W/F
6/4
5
3
3
7
3/ 6*/3
Wargear:
Saruman carries his staff, and a dagger.
Horse.......................10pts

Grima Wormtongue, Servant of Saruman Value: 25


F
S
D
A
W
C
2
3
3
1
1
2
Wargear:
Grima is armed with a dagger
Horse..............................10pts

Special Rules:
Staff of Power.
Voice of Command: Such is the fear of failure that Saruman
inspires his follows that they fight to the last man. Saruman's
"Stand Fast!" rule is 12".
Palantir: Saruman carries the Palantir, an ancient seeing stone.
Once per game the Evil player may use this ability of the Palantir
to automatically win a Priority roll. - Though they must declare
before using this ability before any dice are rolled.

Special Rules:

M/W/F

Magical Powers:
Terrifying Aura: Once cast the model counts as terrifying to all
enemies as long as they have 1 point of will. 2+
Sorcerers Blast: This attack blasts a target away from the caster
and knocks them down. Roll a die and move the target the number
of inches. Any models within their path are automatically moved
aside and knocked to the ground. If fighting both targets are
knockdown down. The target of the attack suffers a strength 5 hit,
and everyone else a strength 3. Though if blasted into a target with
strength 6 the target is stopped, and the other model isnt knocked
to the ground 12", 5+
Immobilize: The victim can do nothing further that turn, in combat
their fight value counts as 1, and rolls 1 dice regardless of how
many attacks they have. If they win combat they cant wound,
although they can still use might, will, and fate but cannot make
heroic actions. Lasts for the rest of the round 12", 2+
Command: The victim can do nothing further as described in
Immobilize/Transfix, except that the caster can move the victim up
to half a move as soon as the power takes effect 12", 3+
Ugluk, Uruk-Hai Captain
Point Value: 70
F
S
D
A
W
C
5/4+
4
5
2
2
4
Wargear:
Ugluk wears heavy armor and wields a sword.
Shield5pts

M/W/F
3/ 1/ 1

Lurtz, Uruk-Hai Captain Point Value: 70


F
S
D
A
W
C
M/W/F
5/3+
4
4
2
2
4
3/ 1/ 1
Wargear:
Lurtz is equipped with a sword, armor, shield, and an orc bow.
Shield.5pts

Heavy Armor.5pts
Special Rules:
Head Taker: Ugluk is unshakably loyal to Saruman and thinks
nothing of killing his followers to make an example. Instead of
rolling the dice to make a courage test when the Evil force is
broken, Ugluk can remove any evil model in base contact from
play. If he does this Ugluk is considered to have passed and his
stand fast is 12"
Sharku, Warg Rider Captain
Point Value: 55
F
S
D
A
W
C
4/4
4
2
2
3
Wargear:
Sharku wears armor has an orc blade, and rides a Warg.
Shield................................5pts

M/W/F
3/ 1/ 1

Special Rules

Special Rules:
Expert Shot: A rare quality among Uruks, Lurtz is an Expert with
a bow allowing him to shoot twice in the shoot phase

: Uruk-Hai Captain
Point Value: 50
F
S
D
A
W
C
4/4+
4
5
2
2
4
Wargear:
The Uruk-hai Captain wields a sword, and wears armor.
Heavy Armor......................5pts
Shield.................................5pts
Two-Handed Weapons.......5pts
Orc Bow............................5pts
Crossbow..........................5pts

M/W/F
2/ 1/ 1

Special Rules:

Warriors
Uruk-hai Berserkers
Point Value: 14
F
S
D
A
W
C
4/4
6
1
1
7
Wargear:
The Berserker carries a two-handed sword.

M/W/F

Special Rules:
Wild attack: Anytime an Uruk-hai Berserker wins a fight, they
knock down up to two units in base contact with them.

Warg Rider
Point Value: 12
F
S
D
A
W
C
3/5+
3
4
1
1
2
3/4
4
1
1
2
Wargear:
The Warg rider includes armor, and a hand weapon.
Throwing Spears.............................2pts
Orc Bow..........................................1pt
Shields............................................1pt
Banner............................................25pts

M/W/F

Special Rules:
Crude Throwing Spears: The throwing spears carried by the
Warg can only be used while on the warg.
Uruk-hai Warrior
Point Value: 9
F
S
D
A
W
C
3/4+
4
5
1
1
3
Wargear:
An Uruk-hai warrior includes heavy armor and a sword.
Shield...............................1pts
Pike..................................1pt
Crossbow..........................2pts
Banner..............................30pts

M/W/F

Uruk-hai Scout
Point Value: 8
F
S
D
A
W
C
3/4+
4
4
1
1
3
Wargear:
An Uruk-hai scout includes armor, and a hand weapon.
Orc Bow...............................1pts
Shield..................................1pt
banner...............................30pts
Special Rules:

Special Rules:

M/W/F

Mordor
Heroes
Sauron, The Dark Lord
Point Value: 375
F
S
D
A
W
C
9/8
10
3
5
7
Wargear:
Sauron carries a mace, wears heavy armor.
The One Ring...........................75pts

The Witch-King of Angmar Point Value: 200


F
S
D
A
W
C
M/W/F
6/4
8
3
1
6
3/10/3
Wargear:
The Witch-King carries a sword
Dark Steed................................10pts
Fell Beast................................50pts
The One Ring: As long as the One Ring is with him, the Dark
Flail(Two-handed).....................5pts
Lord is all but invincible. Only by taking the Ring from him can he Morgul blade.............................10pts
be defeated. Every time he is killed he can roll a dice. On a roll of a
2 or more, the power of the Ring sustains him and he is left on the Morgul Blade: This weapon is both magical and poisonous . The
table with only one wound remaining. The only hope is for him to Morgul blade can only be used once -- the Evil player must declare
roll a 1, for him to be killed.
they are using the Morgul blade before rolling to wound. An enemy
that suffers a wound from a Morgul blade is automatically slain.
Special Rules:
Terror.
Special Rules:
Ancient Evil: The presence of the Lord of the Rings is so
Essence Leech: A Ringwraith can drain foes of their vitality. If the
overwhelmingly Evil that all Good models within 18" suffer -1
Ringwraith causes a wound, they instantly regain a point of Will
penalty to their courage.
for each wound caused. (Unless it is saved by fate). Cannot be used
to increase Will above maximum
Unstoppable: To face the Dark Lord in combat is almost
Terror: This enemy causes terror, an enemy trying to charge this
invariably to face one's death. Every time Sauron wins a fight
unit must take a courage test.
against multiple opponents, he can choose to strike at the enemy
Fell Beast
three times as normal or to sweep his mace around in a deadly arc. F
S
D
A
W
C
If Sauron chooses this second option, all enemies that have taken
5
6
6
2
2
3
part in the fight suffer one strike from the Dark Lord.
Fly: A fell beast moves 12 by flying, and can pass over units,
houses, and forts. It cannot enter woods, buildings, or subterranean
The Lord of the Ring: Sauron can expand 1 point of fate for free areas. It can land on buildings though.
each turn.
Feral: If the Ringwraith is killed the Fell beast will automatically
fell.
Magical Powers:
The Will of Evil: Ringwraiths rely on Will to sustain them. The
Transfix: The victim can do nothing further that turn, in combat
further they are away from Sauron the lower their will score is.
their fight value counts as 1, and rolls 1 dice regardless of how
They must give up one will point at the end of each turn if they
many attacks they have. If they win combat they cant wound,
have fought. Though this doesn't happen if the user is wearing the
although they can still use might, will, and fate but cannot make
ring. Once a Ringwraith suffers 1 wound or has 0 Will they are
heroic actions. Lasts for the rest of the round 18", 2+
banished. It takes days for them to recover.
Compel: The victim can do nothing further that turn as described
Harbingers of Evil: All Good models within 12" suffer -1 penalty
for Immobilize/Transfix 18", 3+
to their courage value.
Drain Courage: The victim loses 1 point of Courage from his
profile, The penalty applies for the rest of the battle, and can be
Magical Powers:
used over and over the effects staking 18", 2+
Black Dart: The victim suffers a hit with a Strength of 9. 12", 5+
Sap Will: The victims Will value is reduced to 0. This lasts for the Compel: The victim can do nothing further that turn as described
rest of the battle 18", 3+
for Immobilize/Transfix 12", 4+
Chill Soul: 18", 4"
Drain Courage: The victim loses 1 point of Courage from his
profile, The penalty applies for the rest of the battle, and can be
used over and over the effects staking 12", 2+.
Sap Will: The victims Will value is reduced to 0. This lasts for the
rest of the battle 12", 3+
Transfix: The victim can do nothing further that turn, in combat
their fight value counts as 1, and rolls 1 dice regardless of how
many attacks they have. If they win combat they cant wound,
although they can still use might, will, and fate but cannot make
heroic actions. Lasts for the rest of the round 12", 3+
Your Staff is Broken: This spell enables the caster to destroy the
Staff of Power of an enemy wizard. If cast successful the enemy
wizard loses all benefits of their staff. 12", 4+
M/W/F
3/6*/1

The Ringwraiths
Point Values: 165
F
S
D
A
W
C
5/4
8
2
1
6
Wargear:
Each Ringwraith carries a sword.
Dark Steed................................10pts
Fell Beast................................50pts
Morgul Blade..........................10pts

M/W/F
2/7/2

The Mouth of Sauron


Point value: 70
F
S
D
A
W
C
4/4
5
2
2
4
Wargear:
The Mouth of Sauron wears armor, carries a sword.
Armored Dark Steed........................15pts

M/W/F
1/5/ 1

Dark Steed: The Mouth of Sauron rides a huge black horse. Only
the Mouth of Sauron rides the horse.
Special Rules:
Magical Powers:
Essence Leech: A Ringwraith can drain foes of their vitality. If the Transfix: The victim can do nothing further that turn, in combat
Ringwraith causes a wound, they instantly regain a point of Will
their fight value counts as 1, and rolls 1 dice regardless of how
for each wound caused. (Unless it is saved by fate). Cannot be used many attacks they have. If they win combat they cant wound,
to increase Will above maximum.
although they can still use might, will, and fate but cannot make
The Will of Evil: Ringwraiths rely on Will to sustain them. The
heroic actions. Lasts for the rest of the round 12", 3+
further they are away from Sauron the lower their will score is.
Drain Courage: The victim loses 1 point of Courage from his
They must give up one will point at the end of each turn if they
profile, The penalty applies for the rest of the battle, and can be
have fought. Though this doesn't happen if the user is wearing the used over and over the effects staking 12", 2+
ring. Once a Ringwraith suffers 1 wound or has 0 Will they are
Sap Will: The victims Will value is reduced to 0. This lasts for the
banished. It takes days for them to recover.
rest of the battle 12", 4+
Terror: This enemy causes terror, an enemy trying to charge this
Terrifying Aura: Once this power has been cast, the model counts
unit must take a courage test.
as a terror causing unit as long as they have 1 point of Will
Harbingers of Evil: All Good models within 12" suffer -1 penalty remaining 2+
to their courage value.
Fell Beast
F
S
D
A
W
C
5
6
6
2
2
3
Fly: A fell beast moves 12 by flying, and can pass over units,
houses, and forts. It cannot enter woods, buildings, or subterranean
areas. It can land on buildings though.
Feral: If the Ringwraith is killed the Fell beast will automatically
fell.
Magical Powers:
Black Dart: The victim suffers a hit with a Strength of 9. 12", 5+
Compel: The victim can do nothing further that turn as described
for Immobilize/Transfix 12", 4+
Drain Courage: The victim loses 1 point of Courage from his
profile, The penalty applies for the rest of the battle, and can be
used over and over the effects staking 12", 2+
Essence Leech: A Ringwraith can drain foes of their vitality. If the
Ringwraith causes a wound, they instantly regain a point of Will
for each wound caused. (Unless it is saved by fate). Cannot be used
to increase Will above maximum.
Sap Will: The victims Will value is reduced to 0. This lasts for the
rest of the battle 12", 3+
Transfix: The victim can do nothing further that turn, in combat
their fight value counts as 1, and rolls 1 dice regardless of how
many attacks they have. If they win combat they cant wound,
although they can still use might, will, and fate but cannot make
heroic actions. Lasts for the rest of the round 12", 3+
Grishnakh, Captain of Mordor Point Values: 45
F
S
D
A
W
C
4/4
5
2
2
3
Wargear:
Grishnakh has a sword and armor
Shield............................5pts

M/W/F
3/ 1/ 1

Gothmog, Lieutenant of Morgul Point Value: 115


F
S
D
A
W
C
4/4
6
2
2
5
Wargear:
Gothmog carries a hand weapon, wears heavy armor.
Shield...........................5pts
Warg............................10pts

Special Rules:
Special Rules:

M/W/F
3/ 3/ 3

Master of Battle: Gothmog is a canny opponent, able to read the


tide of battle. If Gothmog is within 6" of an enemy Hero that calls
an heroic action can call an action of the same time without
expending a point of might. He can't do this if he is already
engaged in combat.

Mordor Troll Chieftain


Point Value: 140
F
S
D
A
W
C
M/W/F
5/5+
7
8
3
3
4
2/ 1/ 1
Wargear:
A Troll Chieftain wear armor, and carry two-handed weapons

Shagrat, Captain of Cirith Ungol Point Value: 55


F
S
D
A
W
C
5/5
5
2
2
4
Wargear:
Shagrat wears a sword and armor.
Shield.......................5pts

M/W/F
3/ 1/ 1

Special Rules:
Terror: This enemy causes terror, an enemy trying to charge this
Special Rules:
unit must take a courage test
Throw Stones Throw Stones: If a cave troll does not move at all,
he can declare hes stooping for a stone and in the subsequent
shoot phase he can throw it, provided that he is not engaged in
combat. 12 Strength 8

Gorbag, Orc Captain

Point Value: 45
F
S
D
A
W
C
4/4
5
2
2
3
Wargear:
Gorbag wears armor, and wields a blade.
Shield.................5pts

M/W/F
3/ 1/ 1

Special Rules:

Morannon Orc Captain


Point Value: 50
F
S
D
A
W
C
M/W/F
4/5
6
2
2
3
2/ 1/ 1
Wargear:
A Morannon Orc Captains wears Heavy armor, and a hand weapon.
Shield..........................5pts
Two-handed Weapons..5pts
Spear............................5pts
Special Rules:

Orc Captain
Point Value: 40
F
S
D
A
W
C
4/5+
4
5
2
2
3
Wargear:
The Orc Captain wields a sword, and wears armor.
Shield..............................5pts
Orc Bow..........................5pts
Warg................................10pts

M/W/F
2/ 1/ 1

Special Rules:

Warriors
Mordor Troll
Point Value: 100
F
S
D
A
W
C
M/W/F
4/5+
7
7
3
3
3
Wargear:
Mordor Troll wears armor, and carries a hand weapon
Special Rules:
Terror: This enemy causes terror, an enemy trying to charge this
unit must take a courage test.
Throw Stones: If a Mordor troll does not move at all, he can

Mordor Uruk-hai
Point Value: 8
F
S
D
A
W
3/4+
4
4
1
1
Wargear:
A Mordor includes armor and a hand weapon.
Two-handed weapon.........................1pts
Orc Bow.............................................1pt
Shield.................................................1pt
Banner...............................................30pts

C
3

M/W/F

declare hes stooping for a stone and in the subsequent shoot


phase he can throw it, provided that he is not engaged in combat.
12 Strength of 8
Orc Warriors
Point Values: 4
F
S
D
A
W
C
M/W/F
2/5+
3
4
1
1
2
Wargear:
The base profile for an Orc Warrior includes crude Orc armor and a
hand weapon.
Two-handed weapon...................1pts
Spear...........................................1pt
Orc Bow......................................1pt
Shield.......................................1pt
Banner.....................................25pts
Special Rules:

Special Rules:

Fallen Realms
Dunlending
Heroes
Thrydan Wolfsbane, Lord of Caerdh
Value: 85
F
S
D
A
W
C
M/W/F
4/5+
4
5
2
2
4
3/ 2/ 2
Wargear:
Thrydan wears armor, carries a great axe(two-handed weapon) and
an axe.
Throwing Axe.5pts

Cailean Foeheart, Lord of Redvyrne


Value: 85
F
S
D
A
W
C
M/W/F
4/4
5
2
2
4
3/2/2
Wargear:
Cailean wears heavy armor, and carries a sword.
Horse10pts
Shield5pts

Special Rules:
Mighty Bow: If Thrydan is success at wounding a unit, they are
knocked to the ground (If they arent killed).
War with Redvyrne: Thrydan cant be deploy with any Redvyrne
units for the past wars and hatred he has of them. Also with how
they are a likely to mix with the hated Straw heads.

Special Rules:
Sly Fighter: Cailean can read the flow of battle easily enough, and
knows how to weave in and out of it without much trouble. To
reflect this Cailean can never be considered trapped.
Amiable: Caileans Wulf clan isnt exactly opposed to assist
Rohirrim as much as other Dunlendings. While they raid and war
with them they have inter-mixed in the past. Because of this
Dunlendings under Caileans command can deploy within a
Rohirric army.

Saffron Kinbane, Lord of Laeg


Value: 70
F
S
D
A
W
C
M/W/F
3/3+
3
3
2
2
4
3/3/3
Wargear:
Saffron wields an Elf bow, and carries a hand weapon
Throwing Dagger.5pts

Dunlending Chieftain
Point Value: 40
F
S
D
A
W
C
4/5+
4
4
2
2
4
Wargear:
A Dunlending chieftain carries a sword, wears armor.
Two-handed Axe................................5pts

M/W/F
2/ 3/ 1

Special Rules:
Special Rules:
Poison Arrows: Whenever Saffron shots her bow and rolls a 1 on
her to wound she must re-roll
Expert Shot: Saffron is allowed to shoot twice in the shoot phase
Sneaky Rogue: Saffron is incredibly sneaky, and always counts as
wearing an Elven Cloak.

Warriors
Caerdh Nobles

Point Value: 7

F
S
D
A
W
C
M/W/F
4/5+
3
4
1
1
3
Wargear:
A Caerdh Noble wears armor, an wields a two-handed axe or twohanded sword.
Throwing Axe..1pts
Special Rules:
Bloodlust an Glory: Caerdh Noble is on the battlefield to prove
themselves and to gain glory. As soon as they are in range of an
enemy hero they must- charge it at all costs. Though if successful
in bringing down this hero(As in they make the killing blow) they
gain +1 to their strength for the rest of the battle.

Laeg Hunter

Point Value:10

F
S
D
A
W
C
2/4+
3
3
1
1
3
Wargear:
A Caerdh Hunter comes with a bow, and a hand weapon

M/W/F

Special Rules
Shunned: Bows are seen as cowardly weapons in Dunlending
culture, and Laeg Hunters are the only ones who will use them.
Because of this they are shunned and cannot benefit from heros
stand fasts or heroic actions. This are usually boys from ages 10-15
Nimble Hunters: Laeg Hunters must move fast on their feet, and
shoot on the move. Because of this they are allowed to move their
full movement and shoot. Though they hit on a 6.

Redvyrne Riders
Point Value: 10
F
S
D
A
W
C
3/3
4
1
1
3
Wargear:
Redvyrne riders come with a horse, a sword, and shield.
Armor..5pts

M/W/F

Special Rules:
Raid, loot, pillage: Redvyrne raiders are more concerned with
raiding then they are in going toe to toe with other forces. When
they are charged they may declare they are retreating, which must
be declare before any rolls are made. If they win the combat they
may make a full move away from their attacker, if able. They
cannot strike wounds.

Wild men of Dunland


Point value: 5
F
S
D
A
W
C
3/5+
3
3
1
1
3
Wargear:
The Wild men of Dunlending warrior includes a sword.
Two-handed Weapon..............................1pts
Throwing Axe.1pts
Special Rules:

M/W/F

Rhun
Heroes
Alatar the Blue, The Fallen
Point Value: 150
F
S
D
A
W
C
M/W/F
5
4
5
3
3
7
3/6*/3
Wargear:
Alatar comes with a sword, and a staff(Two handed weapon)
Special Rules:
Staff of Powers: Gandalf's staff is not only only a symbol of his
authority but a potent talisman. To represent his staff's power he
can expend 1 point of Will each turn without reducing his own
Will store.
Magic:
Terrifying Aura: Once cast the model counts as terrifying to all
enemies as long as they have 1 point of will.
To use 2+
Immobilize: The victim can do nothing further that turn, in
combat their fight value counts as 1, and rolls 1 dice regardless of
how many attacks they have. If they win combat they cant
wound, although they can still use might, will, and fate but cannot
make heroic actions. Lasts for the rest of the round
12 3+
Hail of Fire: If this spell is not resisted, the target and every
model within 2 takes a strength 8 hit. (Does not affect units such
as dragons or Balrogs) 6+ 18

Amdur, Lord of Blades and Loke-Khan Point Value: 140


F
S
D
A
W
C
M/W/F
6/4+
4
6
3
3
7
4/1/1
Wargear
Amdur wears heavy armor, and carries an Easterling Dao(Elven
Blade)

Pallando the Blue, The Heretic


Point Value: 150
F
S
D
A
W
C
M/W/F
5/3+
4
5
3
3
7
3/6*/3
Wargear
Pallando wields a longbow, and a staff (two handed weapon)
Special Rules:
Expert Shot: Pallando is allowed to shoot twice in each round
instead of one.
Emissary to the East: Unlike Alatar, Pallando who is believed to
be dead still holds true to the purpose he traveled to the east. To
prevent Saurons influence. He divides the Easterlings and in
secret recruits warriors to his cause to oppose Sauron and his
fellow wizard Alatar. Because of this any time Pallando is in a
good army Easterlings are allowed to be deployed with him. To
impose such a force Pallando counts as a banner to all Easterlings
on his side, though instead of 3 he is 6
Staff of Powers: Gandalf's staff is not only only a symbol of his
authority but a potent talisman. To represent his staff's power he
can expend 1 point of Will each turn without reducing his own
Will store.
Magic
Terrifying Aura: Once cast the model counts as terrifying to all
enemies as long as they have 1 point of will.
To use +22+
Immobilize: The victim can do nothing further that turn, in
combat their fight value counts as 1, and rolls 1 dice regardless of
how many attacks they have. If they win combat they cant
wound, although they can still use might, will, and fate but cannot
make heroic actions. Lasts for the rest of the round
3+ 12
Command: The victim can do nothing further as described in
Immobilize/Transfix, except that the caster can move the victim
up to half a move as soon as the power takes effect
4+
Renew. The caster restores a lost wound to one friendly model
3+ 18
Strengthen Will: Gives a friendly unit a point of will, up to the
amount they have at the start of the battle. Although they can give
a unit with no Will, 1 point. Cant use on caster.
4+ 18
Cast Blinding Light: In darkness this spell illuminates an area of
12 and anyone within this area can be seen as if it were daylight.
Once cast the power last for the rest of the game so long as the
caster has at least 1 point of will remaining. Any archer that
targets the caster or anyone within 6 of the caster only hits on a
6.
2+

Khandish King
Point Value: 85
F
S
D
A
W
C
M/W/F
5/4+
4
6
2
2
5
2/2/1
Wargear:
A Khandish King carries a chieftains axe (Elven blade) and wears
armor. He may have the following equipment:

Special Rules:
Blood and Glory: If Amdur kills an enemy Hero in a fight, he
immediately regains a single Might point expended earlier in the
battle
Herald of Victory: Easterlings treat Amdur as a Banner.

Khandish Chieftain
Point Value: 50
F
S
D
A
W
C
M/W/F
4/4+
4
5
2
2
4
2/1/1
Wargear:
A Khandish Chieftain carries a chieftains axe (Elven Blade) and
wears armor. He may have the following:
Bow..5pts
Horse.10pts
Khandish Chariot..30pts

Bow.5pts
Horse.10pts
Khandish Chariot..30
Special Rules:
Commanding Presence: Khandish warriors fight all the harder
when the gaze of their lords is upon them, as a favor won in battle
invariably being rank and wealth. All Khandish warriors
horsemen, Charioteers, and Chieftains treat Khandish Kings as a
Banner.
Khandish Chariot:
F
S
D
A
W
C
0
3
6
0
3
0
This steed that moves 10. It follows all the normal rules for
monstrous mounts with the following exceptions:
1.) Chariot may not jump obstacles that form a physical barrier,
such as hedges, fences, or rocks. It may attempt to cross streams
or gullies but if a 1 is rolled the chariot is destroy.
2). A model on a chariot may move their full movement and still
shoot a bow, in addition they are allowed to wield a two-handed
weapon while mounted. Though if dismounted they must discard
either their bow or two-handed weapon.
Loke-Rim Captain
Point Value: 55
F
S
D
A
W
C
M/W/F
5/4+
4
6
2
2
4
2/ 1/1
Wargear:
An Easterling Captain carries a sword, and wears heavy armor.
Easterling Halberd(Counts as Elven Blade)......5pts
Bow.....................................................................5pts
Shield..................................................................5pts
Armored Horse....................................................15pts

Special Rules:
Special Rules:
Khandish Chariot:
F
S
D
A
W
C
0
3
6
0
3
0
This steed that moves 10. It follows all the normal rules for
monstrous mounts with the following exceptions:
1.) Chariot may not jump obstacles that form a physical barrier,
such as hedges, fences, or rocks. It may attempt to cross streams or
gullies but if a 1 is rolled the chariot is destroy.
2). A model on a chariot may move their full movement and still
shoot a bow, in addition they are allowed to wield a two-handed
weapon while mounted. Though if dismounted they must discard
either their bow or two-handed weapon.

Warriors
Easterling Dragon Knight
Point Value: 13
F
S
D
A
W
C
M/W/F
5/4
6
1
1
4
Wargear:
A Dragon knight wields an array of swords, and wears heavy
armor. Also his parrying skill afford him an extra pip of
Defense, included in his profile
Special Rules:
Shield of Blades: By whirling their blades around a Dragon
knight is allowed to use the shielding rule
Combat Stance: Whenever a Dragon Knight is knocked down
roll a D6, on a +4 they keep their footing.

Easterling War Priest


Point Value: 11
F
S
D
A
W
C
M/W/F
3/3
5
1
1
4
Wargear:
A war priest carries a battle stave(which can be used as either a
spear or two-handed weapon) and wears heavy armor
Special Rules:
Enforces of the Eye: War priests are what preach the worship of
the great eye, and enforce it onto the Easterling population most
of the time not by choice. Because of this, and their cruelty no
Easterling within 6 would dare retreat in the face of a War Priest.
True Believers: Anytime a War priest is in multiple combat with
another warrior they can increase one units fight skill by 1. Also if
they fight and a unit is wounded they are allowed to make the

wound roll be re-rolled. Though they can only do this for one unit
per fight.

Easterling Kataphrakt
Point vale: 14
F
S
D
A
W
C
M/W/F
3/4+
3
6
1
1
3
Wargear:
Easterling Kataphrakts ride armored horses. They carry a sword, a
shield, and wear heavy armor.
Banner..........................25pts

Khandish Charioteer
Point Value: 25
F
S
D
A
W
C
M/W/F
3/4+
3
4
1
1
3
Wargear:
A Khandish Charioteer wears armor, carries a two-handed axe, and
rides in a chariot.
Bow.1pts

Special Rules:

Special Rules:

Khandish Horseman
Point Value: 11
F
S
D
A
W
C
M/W/F
3/4+
3
4
1
1
3
Wargear:
A Khandish horseman carries a bow, and wears armor

Khandish Mercenary
Point Value: 7
F
S
D
A
W
C
M/W/F
4/4+
3
4
1
1
2
Wargear:
A Khandish Mercenary carries a two-handed axe and wears
armor. He may exchange his two-handed axe for a bow at no
additional cost.

Special Rules:
Special Rules:
Sellswords: At the start of the game, before forces are deployed,
roll a die for each Mercenary. On a roll of a 1, the Mercenary has
been bribed and is not available for that battle
Easterling Loke-Rim Warrior
Point Value: 9
F
S
D
A
W
C M/W/F
4/4+
3
5
1
1
5
Wargear:
An Easterling Warrior carries a sword, and wears heavy armor.
Spear.................................1pts
Bow...................................1pts
Shield................................1pts
Banner...............................25pts

Easterling Balchoth Clansman


Point Value: 6
F
S
D
A
W
C
M/W/F
3/4+
3
4
1
1
3
Wargear
A Balchoth clansman carries a hand weapon, and wears armor.
Shield1pts
Spear2pts
Banner.25pts
Bow.1pt

Special Rules:
Phalanx: Loke-Rim Warriors are trained to fight in phalanxes.
Easterlings spears may be used to support friendly models but
still gain the benefit of wielding a shield.

Special Rules:

Haradrim
Heroes
Suladan, The Serpent Lord Point Value: 90
F
S
D
A
W
5/4+
4
5
3
3
Wargear:
Suladan carries a blade, and wears armor.
Bow.........................................5pts
Horse......................................10pts

C
5

M/W/F
3/ 3/ 1

Special Rules:
Poisoned Arrows: Anytime Suladan rolls a 1 on his to wound
wound with a bow, he must re-roll
Ascendant: Suladan inspires his armies with his great deeds.
Suladin's Stand Fast Rule is 12"/
Haradrim King
Point Value: 60
F
S
D
A
W
C
4/4+
4
5
2
2
5
Wargear:
A Haradrim King wears armor, and carries a blade.
Bow...................................5pts
War Spear.........................5pts
Spear................................1pt
Horse..............................10pts

M/W/F
2/ 2/ 2

Special Rules:
Poisoned Arrows: Anytime a Haradrim King rolls a 1 on his to
wound with a bow, they must re-roll

Hasharin
Point Value: 90
F
S
D
A
W
C
M/W/F
5/3
4
4
3
2
4
1/ 1/ 3
Wargear:
A Hasharin carries poisoned blades, throwing daggers, and a
blowpipe.(Range of 12")
Special Rules:
The Bane of Kings: The weapons Hasharii have some of the most
dangerous poison. Anytime a Hasharin strikes but doesn't wound,
they must re-roll
Stalk Unseen: Counts as wearing an Elven Cloak
Preternatural Agility: Hasharin can never be considered trapped.

Haradrim Chieftain
Point Value: 45
F
S
D
A
W
C
4/4+
4
5
2
2
4
Wargear:
A Haradrim Chieftain wears armor, and carries sword
Spear....................................1pts
Bow....................................5pts
War Spear...........................5pts
Horse.................................10pts

M/W/F
2/ 1/ 1

Special Rules:
Poisoned Arrows: Anytime a Haradrim Chieftain rolls a 1 on his
to wound with a bow, they must re-roll

Warriors
Serpent Guard
Point Value: 8
F
S
D
A
W
C
4/4+
3
4
1
1
3
Wargear:
A Serpent Guard wears armor and carries a spear

M/W/F

Serpent Rider
Point Value: 13
F
S
D
A
W
C
4/4+
3
4
1
1
3
Wargear:
A Serpent Rider wears armor, and carries a war spear
War spear: A Haradrim war spear is used as a lance.

M/W/F

Special Rules:
Poisoned Blades: Anytime a Serpent guard rolls a 1 on a to-wound Special Rules:
roll(Not shooting) they must re-roll it.
Poisoned Blades: Anytime a Serpent Rider rolls a 1 on his to
wound with their blade they must re-roll

Watchers of Karna

Point Value: 10

F
4/3+

A
1

S
3

D
3

W
1

C
3

M/W/F

Wargear:
A Watcher of Karna comes with two swords.
Bow.1pt
Special Rules:
Resistant to Magic: Anytime a Hobbit is attacked with magic
they may always attempt to resist it with 1 Die even if they have
no will, and at the cost of no will.
Steely Nerve: A watcher of Karna attempting to charge a terror
causing enemy receives +2 bonus to their courage.
Poisoned Weapons: When either using their swords or arrows if

Harad Abrakhan Guard


Point Value: 9
F
S
D
A
W
C
M/W/F
4/4
4
1
1
3
Wargear:
Each Abrakhan Guard comes with a two-handed weapon
Special Rules:
Chop! Abrakhan guards have massive two-handed weapons, that
enable them to knock down a unit if they win the combat. Though
if they choice to knock down the unit or attempt to wound them.
It only applies to units that are one strength higher or lower than
the Abrakhan Guard.

a Watcher of Karna rolls a 1 on its to wound roll, they must reroll.


Haradrim Raider
Point Value: 11
F
S
D
A
W
C
M/W/F
3/4+
3
4
1
1
3
Wargear:
A Haradrim Raider wears armor, carries a dagger, and a bow.
War Spear..................................1pts
Banner.......................................25pts
Special Rules:
Poisoned Arrows Anytime a Haradrim Raider rolls a 1 on his to
wound with a bow, they must re-roll

Haradrim Warrior
Point Value: 5
F
S
D
A
W
C
3/4+
3
4
1
1
3
Wargear:
A Haradrim warrior wears armor and carries a dagger.
Spear.............................1pts
Bow...............................1pts
Banner..........................25pts

M/W/F

Special Rules:
Poisoned Arrows Anytime a Haradrim Warrior rolls a 1 on his to
wound with a bow, they must re-roll

Umbar
Heroes
Dalamyr, Fleetmaster of Umbar Point Vale: 100
F
S
D
A
W
C
M/W/F
5/3+
4
4
3
2
4
1/ 1/ 3
Wargear:
Dalamyr carries a poisoned hand weapons and throwing daggers.

Corsair Captain
Point Value: 50
F
S
D
A
W
C
M/W/F
4/4+
4
4
2
2
4
2/ 1/ 1
Wargear:
A Corsair Captain carries a bandoleer and a throwing daggers.
Two-handed weapons.......................5pts
Shield...............................................5pts
Bow..................................................5pts
Crossbow........................................5pts

Special Rules:
The Bane of Kings.
Stalk Unseen.
Preternatural Agility.
Smoke Bombs: Dalamyr carries several pouches. These are
Special Rules:
throwing weapons with a Strength 1. If hit and not killed, the target
must expend a will or be stunned. It will act as a Transfix. If he
every rolls a 1 when trying to hit he runs out of ammo.
Corsair Bo'sun
Point Value: 45
F
S
D
A
W
C
M/W/F
4/4+
4
4
2
2
3
0/ 0 / 1
Wargear:
A Corsair Bo'sun carries a bandoleer of throwing daggers and a
spear.
Two-handed weapon...............................5pts
Shield.....................................................5pts
Bow........................................................5pts
Crossbow...............................................5pts

Black Numenorean Marshal


F
S
D
A
W
C
M/W/F
5/4
6
2
2
5
2/ 1/ 1
Wargear:
Black Numenorean Marshal's wear heavy armor and carry swords.
Shields...................................?pts
Special Rules:
Terror.

Special Rules:
Commanding Bellow: All Corsairs treat a Corsair Bo'sun as a
banner.

Warriors
Black Numenorean
Point Value: 12
F
S
D
A
W
4/4+
4
6
1
1
Gear:
Heavy armor, sword, shield

C
4

M/W/F

Special Rules
Terror

Corsair Arbalester
Point Value: 10
F
S
D
A
W
C
M/W/F
4/4+
3
3
1
1
3
Wargear:
A Corsair Arbalester carries a crossbow, and a large wooden
pavise. But carries no other weapon.

Corsair of Umbar
Point Value: 7
F
S
D
A
W
C
M/W/F
3/4+
3
3
1
1
3
Wargear:
A Corsair carries a bandoleer of throwing daggers, a cutlass.
Boarding Pike(Spear).........................1pts
Shield.................................................1pt
Bow....................................................1pt

Special Rules:
Pavise: This is a large wooden shield that primarily protects
against missile fire. If not in base contact with an enemy model the Special Rules:
Corsair gains +3 defense. If in combat he can use the Pavise for
shielding, but does not receive of a defense bonus.

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